.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old July 13th, 2007, 11:51 AM
Psientist's Avatar

Psientist Psientist is offline
Sergeant
 
Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
Psientist is on a distinguished road
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?
Reply With Quote
  #2  
Old July 13th, 2007, 11:55 AM
Psientist's Avatar

Psientist Psientist is offline
Sergeant
 
Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
Psientist is on a distinguished road
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!
Reply With Quote
  #3  
Old July 13th, 2007, 11:56 AM
Psientist's Avatar

Psientist Psientist is offline
Sergeant
 
Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
Psientist is on a distinguished road
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!
Reply With Quote
  #4  
Old July 13th, 2007, 05:25 PM

Frostmourne27 Frostmourne27 is offline
Sergeant
 
Join Date: Aug 2005
Posts: 299
Thanks: 0
Thanked 0 Times in 0 Posts
Frostmourne27 is on a distinguished road
Default Re: Mod: Mytheology (update v2.03)

Quote:
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...

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_!
__________________
Qui tacet consentit
Reply With Quote
  #5  
Old July 13th, 2007, 07:16 PM
Psientist's Avatar

Psientist Psientist is offline
Sergeant
 
Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
Psientist is on a distinguished road
Default 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.
Reply With Quote
  #6  
Old July 14th, 2007, 03:58 PM

Frostmourne27 Frostmourne27 is offline
Sergeant
 
Join Date: Aug 2005
Posts: 299
Thanks: 0
Thanked 0 Times in 0 Posts
Frostmourne27 is on a distinguished road
Default 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...
__________________
Qui tacet consentit
Reply With Quote
  #7  
Old July 15th, 2007, 04:33 AM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default 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.
Reply With Quote
  #8  
Old July 15th, 2007, 04:57 AM
Taqwus's Avatar

Taqwus Taqwus is offline
Major General
 
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
Taqwus is on a distinguished road
Default 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.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
Reply With Quote
  #9  
Old July 15th, 2007, 04:03 PM
Psientist's Avatar

Psientist Psientist is offline
Sergeant
 
Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
Psientist is on a distinguished road
Default 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!
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 11:11 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.