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March 18th, 2010, 05:13 PM
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Colonel
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Pythium, the Second Empire
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I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
Last edited by Burnsaber; May 11th, 2010 at 02:58 PM..
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March 19th, 2010, 12:21 PM
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Corporal
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Re: Pythium, the Second Empire (v.0.7)
Fun mod Burnsaber! I really love the Varangians! The Pyrotes are good too but hard to mass (on purpose, I'm sure). I also like the touch of the starting emperor, tres cool.
After going back and playing vanilla MA Pythium, this is *quite* a change-up. Keep up the good work!
EDIT: Forgot to mention newspell 'Alchemist's Flame' - I like it! Actually, all the newspells are great!
Last edited by kennydicke; March 19th, 2010 at 12:29 PM..
Reason: forgot something
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March 21st, 2010, 11:08 AM
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Captain
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Re: Pythium, the Second Empire (v.0.7)
I played with it a bit. I like it more than default Pythium. Probably weaker indeed, but the Emperor is cool, recruitable-everywhere vestals can be interesting and the pyrotes are cool.
The angels seem a bit strong maybe?
I summoned Ambriel, glorifier of the Lord, who's got a whopping 35 forge bonus with fire earth and astral. He doesn't show in your image in the OP, so I wonder whether there's an error in the names, either in the mod or the picture.
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March 21st, 2010, 11:47 AM
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Colonel
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Re: Pythium, the Second Empire (v.0.7)
Quote:
Originally Posted by LDiCesare
I played with it a bit. I like it more than default Pythium.
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Glad that you liked it.
Quote:
Originally Posted by LDiCesare
The angels seem a bit strong maybe?
I summoned Ambriel, glorifier of the Lord, who's got a whopping 35 forge bonus with fire earth and astral. He doesn't show in your image in the OP, so I wonder whether there's an error in the names, either in the mod or the picture.
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That forgebonus is likely a typo, the forgebonus is meant to be 25. As for the names, I cannot give the angels permanent names, so they always get random angels names when you summon them. I kept the names in the preview pick in case people want to google or just know the "real" Archangel behind the unit. But since that just proved confusing, I'll update the preview pick today with their "in-game" unit name (a'k'a "X of the Lord").
In hindsight, 35 gems might a bit too cheap for them. I was likely afraid of them looking bad when compared to Angels of Fury. I'll likely bump them to 40 or 45 gems in the next version.
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March 21st, 2010, 01:42 PM
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General
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Re: Pythium, the Second Empire (v.0.7)
yummy. can't wait to get started with this mod
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March 21st, 2010, 02:16 PM
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Captain
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Re: Pythium, the Second Empire (v.0.7)
Yes, 35 gems is a bit weak for them. They are better than angels of fury on the whole. They lack blood vengeance but can self bless and buff, and have other uses as forgers/preachers/researchers/sneakers depending on who they are and the circumstances while angels of fury are pretty single purposed. Plus some can cloud trapeze or teleport to the other side of a big map in a pinch.
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March 21st, 2010, 08:57 PM
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Second Lieutenant
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Re: Pythium, the Second Empire (v.0.7)
Burnsaber - had an idea for your more angel-centric Pythium. Perhaps you could use the modified unit type target of Ritual of Rebirth to allow Pythian martyrs to return as (lesser) angels? Perhaps an Angel of the Heavenly Choir or Angel of the Host?
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March 22nd, 2010, 08:16 AM
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Second Lieutenant
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Re: Pythium, the Second Empire (v.0.7)
I have two immediate reflections:
Keeping the Artisans capital only isn't really warranted - they are pretty abysmal in all areas but forging, which actually isn't very good anyway.
Theosis is too cheap compared to similar spells. Call Amesha Spenta has higher path and research requirements (5 astral, 8 research), and a cost of 50 pearls (under cbm, 60 otherwise). The summons from Theosis are superior in most ways, why it ought to be more expensive.
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March 22nd, 2010, 02:02 PM
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Captain
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Re: Pythium, the Second Empire (v.0.7)
I agree that artisans are really so sub par there's little reason to build them. Since they have so many randoms and you only need one in each path, building more than two or three is a gamble, since you're likely to get a duplicate path and thus wasted a valuable capital-mage slot.
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March 23rd, 2010, 05:09 AM
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Second Lieutenant
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Re: Pythium, the Second Empire (v.0.7)
Principes seems overpriced at 15 gold. They only have slightly above average stats and equipement. The tower shield is of course good against ranged attacks, but the medium armor means that arrows that aren't blocked will often wounds the unit. And gold cost is not supposed to be about equipement but stats, and for what I see, for supposed "elite" units, theyr only get a few 11s instead of the base human 10.
As such, 12 gold each would seems like a better price, but maybe I am missing something about them ?
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