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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old July 5th, 2007, 07:08 PM
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Default Re: Mod: Mytheology (update v2.0)

Oh, by the way, here is the picture of the unknown dude who likes to substitute for my pretenders. As Endo hinted, alot of the problems were caused by when I tried to #copystat a new modded pretender... but not all of them.
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Old July 5th, 2007, 07:17 PM
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Default Re: Mod: Mytheology (update v2.0)

I've uploaded 2.01 (go to the first post in this thread to download). It includes the following fixes / changes:

- new spell, Sea of Scarabs.
- redone sprite for the Shah of Djinn and Ifritt (below), which I was never happy with before.
- new pretenders: Black Dragon, Gold Dragon, Shadowcat
- repaired pretenders (never worked): Carrion Lord
- fixed pretenders (broken by 3.08 patch): Monkey King, Great Egg, Thunderbird, Grim Reaper, Treelord (now Yggdrasil)
- Weakened Fallen Angel and Shah of Djinn and Ifritt, which were stacking up magic levels from the original unit I was copying.
- Re-costed and rebalanced ALL PRETENDERs.
- Repaired Shards of Hastur... made it stronger (more battlefield affected), and fixed transposition which made it a water spell instead of astral. Oops.

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Old July 5th, 2007, 11:46 PM
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Default Re: Mod: Mytheology (update v2.02)

Hey, I'm on a roll. Found another small bug due to "reserved" numbers, fixed it, and added five new spells which I think will add some interesting dimensions to the game: Runestone of Fortune, Runestone of Courage, Runestone of Faith, Runestone of Growth, Runestone of Peace (all self explanatory, pretty much).


Maybe if I come up with some great ideas, I'll add to the list of potential standing stones, and maybe give them some slightly different shapes so they start looking sort of like a stonehenge in your army lineup!
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Old July 6th, 2007, 03:35 AM
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Default Re: Mod: Mytheology (update v2.02)

What do the runestones do? Fortune - prevents misfortune as a Fortune Teller, or generates good events as Lady of Luck/Jade Emperor? Peace - Order?

I guess Faith increases dominion like Juggernaut, Growth increases Growth and Courage has a huge Standard effect.
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Old July 6th, 2007, 04:30 AM
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Default Re: Mod: Mytheology (update v2.02)

I just tried downloading v2.02 from the first post, and somehow I got v2.00 again.
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Old July 6th, 2007, 10:13 AM
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Default Re: Mod: Mytheology (update v2.02)

Hmm, OK, shall re-upload it.
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Old July 12th, 2007, 03:45 PM
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Default Re: Mod: Mytheology (update v2.03)

Version 2.03 uploaded.

New updates include 3 new pretenders (the Great Eyes), and much better-balanced and performing Menhirs (Runestones) as spells, and of necessity, as pretenders as well. Also added the Father of Medicine pretender, which although was a quicky I am very happy with!

The most recent version is downloadable from the first post in this thread.

Here are the pictures of the new pretenders. There are only 3 "Great Eye" pretenders (earth/water, air/fire, astral+astral), which actually look much better in the game than they do here; the Great Eyes can shapechange between forms.

And yes, I was of course influenced by the Eye of Sauron in the designing of the Great Eyes, although surprisingly (I suppose) Sauron wasn't the origin of the idea.

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Old July 12th, 2007, 10:12 PM

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Default Re: Mod: Mytheology (update v2.03)

Great mod!

I've looked at all the pretenders, and a couple of things stand out. The Angel of Death is precision 30. If I'm not mistaken, that's the highest in the game. Is that deliberate? I'm not quite sure why he'd be all that good an archer. Scythe swinging seems more his style. Most of the other pretenders are pretty cool. I can't seem to get the holy-requiring spells though. They simply don't show up anywhere, except for revelation, which shows up as a battle spell. I'm pretty sure its not supposed to be. They do however, sound pretty cool from the mod descriptions. One other thing: what happens if somebody summons a unique summon that has a similar/identical pretender?
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