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July 13th, 2007, 11:51 AM
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Re: Mod: Mytheology (update v2.03)
Frosty said:
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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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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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July 13th, 2007, 11:55 AM
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Sergeant
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Re: Mod: Mytheology (update v2.03)
Shovah32 said:
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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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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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July 13th, 2007, 11:56 AM
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Sergeant
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Re: Mod: Mytheology (update v2.03)
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Just want to chime in, I'm really digging the new spells.
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Hey, thanks for the props. Feedback is what keeps me modding!
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July 13th, 2007, 05:25 PM
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Re: Mod: Mytheology (update v2.03)
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Psientist said:
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...
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Yeah, I saw that. For whatever reason however, they don't show up in the research tree that I can see. I can cast them now though, so I'm betting it was a lack of research. Does anyone know if spells with holy as the primary path show up in the spells list?
One other thing: the Fallen Archangel's description say it has daeth magic, but it has astral instead, and it's armed with a fist, and the sprite, well - its definitely _not_!
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July 13th, 2007, 07:16 PM
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Sergeant
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Re: Mod: Mytheology (update v2.03)
haha!
I'll double check the FA's magic.
The "fist" weapon is a holdover from the #copystats, which acts a little funny about giving weapons to the new unit. I think I had figured a workaround, however, for getting rid of that "fist" problem.
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July 14th, 2007, 03:58 PM
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Re: Mod: Mytheology (update v2.03)
I don't really object to the FA having fist as a weapon, its good enough as it is, but the sprite just doesn't go with fist as a weapon -- it looks like its wielding a wraithsword or a baneblade or something... Further FA problem: it's size two. I don't think its supposed to get trampled to death by minotaurs...
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July 15th, 2007, 04:33 AM
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National Security Advisor
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Re: Mod: Mytheology (update v2.03)
Dark Fire Sword of the Fallen Angel of the Reascendance, most probably.
The one workaround is to copystats unit, give it #weapon "nothing", then copystats the once copystatted unit.
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July 15th, 2007, 04:57 AM
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Major General
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Black Dragon slots
Black Dragon in v2.03 appears to keep all standard-humanoid slots in dragon form. That's a good bargain for 20 design points. 
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July 15th, 2007, 04:03 PM
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Sergeant
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Re: Black Dragon slots
Endo, I've found that when you #copystats a custom modded unit, sprites problems sometimes arise. I've had to go back and redo all my custom units since the last patch because of that.
keep those bug reports coming!
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