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  #121  
Old May 20th, 2010, 02:09 AM
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

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Originally Posted by zzcat View Post

As Valerius's point out, you have only 1/7 chance to get a E3A2 Tartarian Cyclops per cast, 4 times in 5 you need extra 15N to GoR them(so 27 gems in total), and you have to have GoH or the chalice to make them usable. With earth boots 3 in 4 asynjas will be RoS caster, the other can cloud trapeze then cast fog warriors and wrathful skies w/o any equipment. IMO it affects end game even more than cyclops do.

Tartarians are spammed - sooner or later you will get a usable Cyclops, and you get a lot of other useful stuff along the way. As I said, the advantage Asynja gets is reliability - most casts will get you a unit that can do a low-fi impression of a Tart Cyclops. It costs more, and isn't quite as accessible as Tartarians. If you think you aren't paying enough of a price for that reliability, fine. What should you be paying instead?
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  #122  
Old May 20th, 2010, 03:55 AM
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

Why not remove magic from the cyclops (and keep a low cost), with high natural prot and all slots, fire resist and fear, it would still be a very good SC chassis, without stepping on the toes of the cyclops pretender nor tartarians.

By the way, I think Tartarians should cost more, but this is another problem.

If you really wants the cyclops summon to keep some magic, just E2 (with maybe a 10% random E1/F1) would be enough for summon earth power and some other buffs, and it would keep the troll kings from being obsolete.
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  #123  
Old May 20th, 2010, 05:27 AM

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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

I don't really think removing the earth magic from the cyclops is necessary. Sure, maybe cutting it down a bit as you suggested later could work But there's also no real reason to get rid of it, so far as I can tell. I don't think stepping on the toes of tartarians is a big issue for this mod, either. The entire point is to allow more endgame options than you currently have with tartarians. Having a strong earth mage doesn't even really step on the toes of tartarians, and it's thematic for a cyclops to have e anyway. Even so, I would care to wager that the cyclops is not nearly as good as a tartarian anyway, even though it still costs more.

I also don't see why it would be a problem to make the cyclops just out and out better than troll kings. Cyclops have much higher requirements in basically all ways, troll kings are more of a midgame spell as opposed to the cyclops late game. As far as I'm concerned there's no reason they can't be to the troll king as tartarians are to bane lords.
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  #124  
Old May 20th, 2010, 10:49 AM
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

It would affect the use of the mod if it adds things to the game, or if it changes things in the game.
Solo players tend to be all for mods that add to the game. MP players for mods that "fix" things in the game.
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  #125  
Old May 21st, 2010, 03:06 PM
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

I've tried out the mechanical giant now in MP. It makes for a quite nice thug, but it could be a tad cheaper. 20 earth gems would be more ok I think.

I used it with boots of quickness, dual frost brands, ethereal robe and flying carpet. Then I gave him some mechanical men as bodyguards. Made for a really nice flying raiding party.

Also great as a battlefeild thug/blocker with just quickness boots and two good weapons. Nice to combine with mixed elemental evocations and fatigue spells. I was LA Caelum so used them with lightning, freezing mist and rigor mortis.

Overall I think the Mechanical giant is well balanced and fills a niche yet unoccupied, but as I said slightly too expensive. Good work.
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  #126  
Old May 21st, 2010, 06:12 PM
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

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Originally Posted by Gandalf Parker View Post
Solo players tend to be all for mods that add to the game. MP players for mods that "fix" things in the game.
Well, it seems that Warhammer mods are quite popular in MP, too. And even in SP I prefer to have alternative to Tartarian spamming. So it looks like both parts of your statement are at least overgeneralized.
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  #127  
Old May 24th, 2010, 12:01 AM
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

Hmm...I just loaded this mod for an SP game and noticed one of the random nations is called Endgame Diversity Mod...
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  #128  
Old May 24th, 2010, 01:02 AM

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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

It's just so you can easily test the summons by recruiting them.
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  #129  
Old May 29th, 2010, 09:15 PM

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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

Too lazy to paste content. Heres my thoughts on EDV...

http://z7.invisionfree.com/Dom3mods/...0&#entry411362
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  #130  
Old May 30th, 2010, 06:04 AM

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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

Quote:
Originally Posted by DonCorazon View Post
Hmm...I just loaded this mod for an SP game and noticed one of the random nations is called Endgame Diversity Mod...
Quote:
Originally Posted by Valerius View Post
It's just so you can easily test the summons by recruiting them.
Valerius, I think you'll find llamabeast created the Endgame Diversity Nation just so he can finally win a MP game
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