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Old October 26th, 2011, 03:23 AM

rdonj rdonj is offline
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Default Re: MA -Myconos- Last of the Fungi

Myconos looks to be pretty crap in the water really, boars are awful units and really won't stand up to the natives. And auto-communion is somewhat lessened in potency by having to rely mainly on cap only mages to command the communions. They do seem like a fairly powerful nation though.

As far as the freespawn goes, it's not actually free because you still have to pay upkeep, and it comes fairly slowly. I don't think that the freespawn is likely to be a big problem, but it is the most convenient way to get your evolved creatures certainly. And seals the deal for what mages do the research.
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Old October 26th, 2011, 07:14 AM
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Default Re: MA -Myconos- Last of the Fungi

Thanks for all the kind word y'all. Keeps one motivated .

The wolf units are really strange. I used #copystat to copy the statistics of the normal wolves but apparently it also copies some unknown flag that is used to define the sprite of the unit. That this is also happening with some spiders is new to me. Anyway it will be fixed in the next version as I replace the #copystat with actual statistic.

Thematically I do want to have an auto communion. Somewhere in the mod I tell how the Myconids were the ones who taught the Pythiums Theurg how to communion.
Now the Mycelial grid is compromised by the parasites and the higher forms use this to their benefit like the higher form Mushrooms once did. This might make them OP in the late game, maybe.
Currently one game is being played with Myconos and I'll await feedback to see how they fare. http://z7.invisionfree.com/Dom3mods/...?showtopic=543

That said, I do want to change magic levels somewhat to have a random component in them. And nifty ideas are always welcome.
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