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May 30th, 2010, 07:37 AM
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Second Lieutenant
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Join Date: Feb 2007
Location: Sydney, Australia
Posts: 437
Thanks: 18
Thanked 2 Times in 2 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Quote:
Originally Posted by Calahan
Valerius, I think you'll find llamabeast created the Endgame Diversity Nation just so he can finally win a MP game
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No need to be nasty - I know fact that he has won at least two MP games.
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May 30th, 2010, 08:24 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
No, Calahan's right though - anyone fancy an Endgame Diversity Test Nation vs Kailasa duel? I think it is fairly likely that I may win because of Kailasa's poor PD.
PS Much more than 2!
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May 30th, 2010, 08:31 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Also, thanks very much everyone for all the feedback. It's very helpful and I will mull over it carefully - apologies for not replying directly to the points raised.
Tomorrow I will have a lovely free day and am planning to work on the new version, so if anyone has any additional comments now would be the time to make them. Thanks!
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May 30th, 2010, 02:04 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Quote:
Originally Posted by Calahan
Quote:
Originally Posted by DonCorazon
Hmm...I just loaded this mod for an SP game and noticed one of the random nations is called Endgame Diversity Mod...
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Quote:
Originally Posted by Valerius
It's just so you can easily test the summons by recruiting them.
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Valerius, I think you'll find llamabeast created the Endgame Diversity Nation just so he can finally win a MP game
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Don't underestimate his Awe +4. Throws people off their game.
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May 30th, 2010, 08:00 PM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
Thanks: 177
Thanked 23 Times in 21 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Quote:
Originally Posted by Ironhawk
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Generally agree with these points except I'm not sure about whether Ents should be here at all. If they are good, they make Tree Lords obsolete, if they aren't good, they are useless. I'd think more about some Were(bear?) thugs with some magic, full slots and built-in regeneration...
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May 30th, 2010, 09:41 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Quote:
Originally Posted by Wrana
Quote:
Originally Posted by Ironhawk
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Generally agree with these points except I'm not sure about whether Ents should be here at all. If they are good, they make Tree Lords obsolete, if they aren't good, they are useless. I'd think more about some Were(bear?) thugs with some magic, full slots and built-in regeneration...
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My counter to this, is why do we care about treelords anyway? They suck. They can't move, don't get you any higher magic than you had access to anyway, and don't even give you much crosspath magic. The best thing I can say about them is that there's only three of them, so if you really want a specific one, you have a good chance of getting it quickly. But seriously, the treelords are lame. The best use of them I can think of is to cast faery trod to move units around. I also don't see how were(bear) thugs would be functionally any different than treants. They would be a powerful nature summon with theoretically very similar magic paths that totally eclipsed the treelords and made them even more useless than they already are. I guess the biggest difference is that werebears would get full slots
Random thought: I find the idea of a Weretree completely hilarious.
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
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May 30th, 2010, 10:11 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Quote:
Originally Posted by rdonj
My counter to this, is why do we care about treelords anyway? They suck. They can't move, don't get you any higher magic than you had access to anyway, and don't even give you much crosspath magic. The best thing I can say about them is that there's only three of them, so if you really want a specific one, you have a good chance of getting it quickly. But seriously, the treelords are lame. The best use of them I can think of is to cast faery trod to move units around.
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Yeah, treelords are just sad. Rather than worrying about the Diversity summons overshadowing them I'd much prefer boosting treelords just as we talked earlier about boosting the elemental royalty. As a starting point what about mapmove of at least 1 and #onebattlespell of Gaia's Blessing and maybe improving their magic? That way, their role isn't thug/SC duty but battlefield support.
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May 31st, 2010, 05:25 AM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
Thanks: 177
Thanked 23 Times in 21 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Quote:
Originally Posted by rdonj
My counter to this, is why do we care about treelords anyway? They suck. They can't move, don't get you any higher magic than you had access to anyway, and don't even give you much crosspath magic. The best thing I can say about them is that there's only three of them, so if you really want a specific one, you have a good chance of getting it quickly. But seriously, the treelords are lame. The best use of them I can think of is to cast faery trod to move units around. I also don't see how were(bear) thugs would be functionally any different than treants. They would be a powerful nature summon with theoretically very similar magic paths that totally eclipsed the treelords and made them even more useless than they already are. I guess the biggest difference is that werebears would get full slots
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By the way, Treelords can't make use of Faery Trod - they are "too immobile"! %) And yes, werebears would have free slots and some mobility.
Also agree that Treelords should be boosted similarly to elemental royalty. #onebattlespell seems to be a good way.
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June 3rd, 2010, 04:12 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Hooray! New version released. Please see the first post for details.
Many thanks to everyone again for all the feedback. I went through it very carefully when making the update (I made notes!). Hope people enjoy the new version.
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June 3rd, 2010, 05:07 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Thanks, llama. Would it make sense to give the .dm file a different name than the first version since several games are in progress with the .9 release?
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