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October 31st, 2008, 10:25 AM
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Join Date: Oct 2007
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Re: Gem Valley - a SP MA mod
Well, with tartarians the base cost to summon one is 10 gems. Then you generally have to GoR them for 20 more gems. This gets you a commander that probably has an affliction, is undead (giving it an additional weakness), and is insane. I believe some of them don't have all slots also. I would say that a naked mana spirit is quite a bit more useful than a naked tartarian. Then you also have to have either the chalice to heal them, gift of health, or a commander with healing. The chalice costs 40 gems, gift of health costs 50 to cast at minimum, and the faerie court spell costs 40 gems (while also being the least efficient method) if you don't have access to recruitable healers.
I could certainly see you losing some mana spirits unequipped, but even unequipped it is looking in my game like it would require mage power to bring one down. I am fighting vanheim at the moment, and I have a second mana spirit that doesn't have enough death magic to cast soul vortex naturally so I'm just using it on attack orders. It isn't invulnerable like the other one, but as a thug it's amazing.
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October 31st, 2008, 12:09 PM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
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Re: Gem Valley - a SP MA mod
Quote:
Originally Posted by rdonj
. I am fighting vanheim at the moment, and I have a second mana spirit that doesn't have enough death magic to cast soul vortex naturally so I'm just using it on attack orders. It isn't invulnerable like the other one, but as a thug it's amazing.
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Death magic? The mana spirit only has 2E. Another mixed mod issue??
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Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
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October 31st, 2008, 12:14 PM
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Re: Gem Valley - a SP MA mod
I was about to ask that of you, actually. I'm guessing it's likely as mine are getting 2e, 2d, and a random that seems to be 100% db. This is kind of annoying, wish I'd been paying more attention to that before I started the game.
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November 1st, 2008, 07:11 AM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
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Re: Gem Valley - a SP MA mod
Quote:
Originally Posted by rdonj
I was about to ask that of you, actually. I'm guessing it's likely as mine are getting 2e, 2d, and a random that seems to be 100% db. This is kind of annoying, wish I'd been paying more attention to that before I started the game.
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Somewhere there is utility that fixes the unit number problems. I have not used it myself yet.
In the past I would pore through each mod and manually correct conflicts. I recorded all unit/weapon/etc numbers on the back of a Chinese take out menu (it's great to be organized), but my larger half broke her computer, used mine and decided to clean my office area so she could easier break my computer. Whoops, there goes the "Official" mod number log, and the phone number of my favorite take out restaurant.
As they say "Stuff happens".
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Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
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November 1st, 2008, 09:31 AM
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Re: Gem Valley - a SP MA mod
Heh.
I'm familiar with llamabeast's program, and it is quite useful. Once some mods I'm working on right now get sorted out I'm probably going to use it to ensure there are no errors. But unfortunately I'm pretty sure it wouldn't fix the current problem. If the way it sorted out the Warhammerama game is any indication, it works by taking several mods and combining them into a single multi-mod. It doesn't actually change the base mods.
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November 3rd, 2008, 05:57 PM
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Re: Gem Valley - a SP MA mod
Just out of curiosity... have you ever had your mana spirits run away on you when it doesn't seem like they should? I'm getting the impression that mine were fearing themselves with their swords of vengeance, as in battle their morale would often drop for no reason I could see. Probably another cb issue, but I figure it couldn't hurt to bring it up.
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