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  #1  
Old July 14th, 2009, 02:16 AM
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hEad hEad is offline
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Default Re: Survival

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Originally Posted by Frozen Lama View Post
Wow, this is one of the coolest mod ideas i've ever seen.

a couple things though- the starting scout should maybe be a mage of some sort, since you want you pretender researching as much as possible early on, and with indys 0, the scout or mage are equally effective, and the mage is very useful. better yet, make it a mage/priest so that everyone can get their research going as fast as possible since many indys need both i.e. liz shamens, lion/dear tribe shamens etc. without that, the games seem to start slow, since your pretender is the only one building a lab at first.

also, is it possible to unlock more pretender gods?

I hope you don't mind if i add more ideas later. and if you start an MP game with this (after the 25th) count me in in advance
Cheers mate!

I intended to not even have a Priest nor a spy to start with. It seems that if you don't specify a couple of starters in a mod you are automatically asigned these guys. I though they were quite cool - a spy to get up to stealthy mischief and a priest to get up some temples.

I suppose you could give the mage a try - set it up as an unrecruitable starting unit so you can begin alchemizing gems to empower the indi commanders/what have you, in magic.

I wanted there to be a little sting in not taking an awake pretender. Having an asleep one gives you a good bless and with the easy access to the blessed light - it is quite powerful.

If you take an asleep pretender it is 8 turns before you can start getting your magic industries moving. It seemed to me to heighten the viability of an awake pretender - therefore creating an important initial decision. Once your pretender wakes up though, with easy research, things begin to move along at a good clip.

It is my intention to add more summons. I would like to include national units like Burning ones and Van Jarls etc etc. What would you like in there? The trick is of course to get the costs right.

I also though the other pretender chassis would make good unique summons and was going to add them in this way.

It would be great to get any input FL, so fire away.

I’ll let you know when its MP time – not for a couple of weeks yet
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  #2  
Old July 16th, 2009, 11:05 AM
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hEad hEad is offline
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Default Re: Survival

1.1 Update

-Fixed various typos.

-Added a recruitable home province only S1 mage. This should help get magic moving along a tad sooner. Before if you took an asleep pretender, it wasn’t possible to alchemize gems and therefore the first empowerment was only possible around turn 8.

-Monsters added – looking to get the balance on these costs so any suggestions welcome!

Fire

Smoulder ghost Conj2 F1, 5g
Fire Elemental Conj3, F3, 15g
Spenta of Fire conj8, F6, 40g

Air
Air Elemental Conj1, A1, 5g
Yazad Conj3, A3, 10g
Spenta of Sky and Metals Conj8, A6, 40g

Nature
Great Bear x2 Conj2 N2, 6g
Carrion Lord Conj4, N3D1, 20g
Spenta of Plants Conj8, N7, 25g

Earth
Earth Elemental Conj2, E2, 7g
Marble Oracle Conj6, E4, 30g
Spenta of Earth Conj8, E6, 40g

Water
Water Elemental Conj2, W2, 5g
Void Spectre Conj5, W4S2, 15g
Spenta of Waters, Conj8, W6, 35g

Astral
Kinnara Conj4, S4A1, 15g
Harbinger Conj6, S5, 30g

Blood
Vampire Count Conj2, B3, 35Slaves
Tzitzimitl Conj4, B4, 20Slaves

Death
Shaddow Vestal Conj1, D1, 5g
Wraith Centurion Conj4, D4, 20g
Umbral Conj6, D5, 30g

I want to look at adding the other pretender chassis in as unique summons – will get to this at some point.
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  #3  
Old July 16th, 2009, 11:34 AM

analytic_kernel analytic_kernel is offline
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Default Re: Survival

You might want to place the updated attachment in the first post (which you should still be able to edit). It's more likely to get downloaded there than from a post part of the way through the thread.
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  #4  
Old July 16th, 2009, 12:26 PM
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Default Re: Survival

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Originally Posted by analytic_kernel View Post
You might want to place the updated attachment in the first post (which you should still be able to edit). It's more likely to get downloaded there than from a post part of the way through the thread.
I have no idea if you can edit the attachment in a previous post - If it is possible it sure as hell isn't obvious!
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  #5  
Old July 16th, 2009, 12:51 PM
Squirrelloid Squirrelloid is offline
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Default Re: Survival

I support the call for more available pretender chasses.

In particular, the existing chasses are heavily skewed to nature, earth, and death for non-rainbows with magic paths and mobility. Some pretenders to round out the magic diversity a little more would be nice. In particular, water and fire are really missing anything resembling a decent bless chassis. (Astral and Blood can do it on an immobile pretender chassis as i recall, not looking at it right now, and who blesses air?) When you best option for a water bless (of any strength) is the cold mage rainbow chassis...
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  #6  
Old July 16th, 2009, 01:32 PM

rdonj rdonj is offline
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Default Re: Survival

Quote:
Originally Posted by hEad View Post
Quote:
Originally Posted by analytic_kernel View Post
You might want to place the updated attachment in the first post (which you should still be able to edit). It's more likely to get downloaded there than from a post part of the way through the thread.
I have no idea if you can edit the attachment in a previous post - If it is possible it sure as hell isn't obvious!
You have to hit edit and then "go advanced".
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  #7  
Old July 16th, 2009, 09:30 PM
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hEad hEad is offline
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Default Re: Survival

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Quote:
Originally Posted by hEad View Post
Quote:
Originally Posted by analytic_kernel View Post
You might want to place the updated attachment in the first post (which you should still be able to edit). It's more likely to get downloaded there than from a post part of the way through the thread.
I have no idea if you can edit the attachment in a previous post - If it is possible it sure as hell isn't obvious!
You have to hit edit and then "go advanced".
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