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  #31  
Old March 12th, 2007, 05:12 PM

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Default Re: Mod: Mytheology Pretenders (update v1.4)

But if the desire takes the commander back to the capital as soon as the seduction works, there's no need to worry about stealth, remember, it already works this way with the succubus, who is able to seduce non-stealth commanders and escape without any problems.
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  #32  
Old March 13th, 2007, 10:46 PM

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Default Re: Mod: Mytheology Pretenders (update v1.4)

It's very hard to balance the point costs of pretenders. You have to remember that the inherent points cost is insignificant compared to the magic paths, path cost and dominion strength of the gods. The Lord Of War, despite having a crappier cheaper body than the cyclops is actually more expensive if you go for earth magic, because the cyclops starts off with more of it - more of a difference than the inherent points cost suggests.

So don't be afraid of tuning this value waaaay up on powerful pretenders - it just forces people to take them asleep, sacrifice some scales, have less insane magic etc.
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  #33  
Old March 15th, 2007, 02:33 PM
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Default Re: Mod: Mytheology Pretenders (update v1.4)

Yeah, sombre's points are on the money. It's tough to balance a Pretender's starting cost to what it would cost to beef up their magic to a comparable level. As a sort of SC rainbow pretender, I like him as an unpredictable and power AI pretender. But, as before, I'll happily take suggestions - 200 is one of the most expensive Pretenders already. Is 300 too much?
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  #34  
Old March 15th, 2007, 03:24 PM

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Default Re: Mod: Mytheology Pretenders (update v1.4)

For his benefit I don't really think so, it really feels like he's cheating I've never done the calcs before so I'm curious.

Chassis
Flying - ?
Fire Shield - ?
Immortal - ?
Old Age - (-?)
Domain 3 - ?
Fetters - ?
No Eat - ?
20% PR - ?
Medium to good stats
Say 100? No real clue.. Maybe 150?



20 per path
1F - 20
1A - 20
1W - 20
1E - 20
3S - 20 + 16?
1Random - 0 +8?
124

So maybe 250-275ish?
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  #35  
Old March 16th, 2007, 12:05 AM
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Default Re: Mod: Mytheology Pretenders (update v1.4)

Might also be noted that all pretender types cost the same when Wished...
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  #36  
Old March 16th, 2007, 12:57 AM

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Default Re: Mod: Mytheology Pretenders (update v1.4)

Although Wish is hardly a huge balance consideration is it?
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  #37  
Old March 16th, 2007, 03:59 PM
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Default Re: Mod: Mytheology Pretenders (update v1.4)

though these are pretty great ideas, one should note that no pretender starts with more than 3 magic divided among whatever paths.

given that the kings/queens and the pantokreator (or however its spelled) are WAY overpowered.

why is crushbite armor negating? the reaper probably shouldn't have awe. (maybe more fear though)
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  #38  
Old March 16th, 2007, 06:09 PM
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Default Re: Mod: Mytheology Pretenders (update v1.4)

Quote:
Sombre said:
Although Wish is hardly a huge balance consideration is it?
Depends on map size, victory conditions, and availability of magic sites. If there's a lot of time for research and building up clams, and enough territory per nation to provide the gem income to bootstrap the clam machine... if it's a much better deal than wishing for a Seraph, there's a potential issue.
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  #39  
Old March 20th, 2007, 07:01 PM
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Default Re: Mod: Mytheology Pretenders (update v1.4)

I'll make some adjustments on the next update.
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  #40  
Old April 10th, 2007, 01:21 PM
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Default Re: Mod: Mytheology Pretenders (update v1.52)

Latest update.

Version changes:
- price balancing for the Pantokrator and Grim Reaper
- new spells!
Lure Visitor (Blood): summons a Visitor (unique)
Diabolic Brigade (Blood): summons a small troop of imps.
Feeding Frenzy (Water): underwater equivalent of "swarm"
Summon Man O' War (Water): underwater equivalent of
"raise dead", really
Shards of Hastur (Astral): area-effect paralyze
- Tweaks for previously mentioned Pretender summon units for Gift-Of-Reason surprises.
Attached Files
File Type: zip 510526-mytheology1_52.zip (539.5 KB, 65 views)
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