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  #71  
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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  #72  
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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  #73  
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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  #74  
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.

Attached Images
File Type: gif 535879-eyes.gif (3.0 KB, 83 views)
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  #75  
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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  #76  
Old July 12th, 2007, 10:52 PM

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

The two great eyes that start with no magic have to buy fire/air or earth/water to get any advantage in their changed forms which is a little annoying(2x30 starting path cost for a start).
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  #77  
Old July 13th, 2007, 12:06 AM

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


Just want to chime in, I'm really digging the new spells.
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  #78  
Old July 13th, 2007, 11:51 AM
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Default Re: Mod: Mytheology (update v2.03)

Frosty said:
Quote:
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?
Thanks!
Precision 30... hmm, maybe a typo, I can't imagine why GR would need that. Not even very theme-consistent. I'll drop it on the next revision.

Most of the holy spells I've added are set up as rituals, and they show up in the commander menu. At least in my test games! I"m betting you are not seeing them because (a) your commander doesn't have enough Holy juice (most require Holy 2+), or they haven't been researched yet. I decided to make a number of those Holy spells, unlike the default (which are not rituals), researchable instead of research level 0, to make them show later in the game. "Revelation" would probably be safe to show immediately, however...

Regarding summons...
On my Menhirs (which are technically pretenders too, for a few, since I'm copystats-ing a couple pretenders to get their special effects). Gametesting shows no problem summoning multiple versions.

For "Trap Visitor".. Kind of cool actually. If you have the Visitor, and somebody casts the spell... they "steal" the Visitor from you.

Regarding the other summons, like Queen of the Sea / King of the Earth... Hmm. Good question, I haven't playtested casting the spell when the summons Pretender is in play. I *presumed* it would behave like when you cast "summon queen of the sea" too many times... e.g., nothing, the uniques are already in play. Anybody have any guesses?
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  #79  
Old July 13th, 2007, 11:55 AM
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Default Re: Mod: Mytheology (update v2.03)

Shovah32 said:
Quote:
The two great eyes that start with no magic have to buy fire/air or earth/water to get any advantage in their changed forms which is a little annoying(2x30 starting path cost for a start).

Dang, i never thought of the cost consequences of that; I merely thought of it as "bonus". however, as you state, to take minimal advantage of the bonuses you may as well just add 60 to the cost of the pretender. I guess that's another little tweak to add to the next revision.

That's kind of the problem with having a "work in progress" mod. Every time I have a playtested revision to put out, with all the little tweaks and fixes and balances to make the mod "just right", I usually come up with a few great ideas for new spells or pretenders and add them in at the same time. Which adds a new set of minor "irks" which require more fixes and tweaks and balances...

Maybe I should just declare "no more additions" at some point!
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  #80  
Old July 13th, 2007, 11:56 AM
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Default Re: Mod: Mytheology (update v2.03)

Quote:

Just want to chime in, I'm really digging the new spells.
Hey, thanks for the props. Feedback is what keeps me modding!
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