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March 11th, 2009, 05:11 PM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
There's a minor bug I've just found. The Lord of the Summer Plague's Plague Bow isn't showing correctly. It's only a guess, but I think this might be related to CBM's Plague Bow being different to the vanilla one.
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March 11th, 2009, 05:24 PM
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Major
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Join Date: Oct 2006
Location: Bern, Switzerland
Posts: 1,109
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Thanked 17 Times in 14 Posts
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
I have also found an issue, cbm is using weapon 708 for a rusted sword, and you are using it for asp bows so if cbm is added after the tombkings the asp archers cannot shoot. Maybe there are also other things like that in the mod.
i assume on llamaserver cbm is added first?
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March 11th, 2009, 06:38 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
Wow! That is a bad one. I won't release an update straight away in case any more things come to light, but I'd better fix that soonish. I'll do a systematic check for clashes with CBM. Funny that I didn't do that before actually. I think CBM wasn't used so widely when I first made the mod.
There's no way that I know of to control the load order for mods. Hopefully it's right in Chronicles. Did your Asp Archers not have Asp Bows before? I thought that that change was before Chronicles started.
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March 11th, 2009, 06:50 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
I maintain that mods load in the order you 'tick' them in the preferences screen. I have seen no evidence to convince me otherwise.
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March 11th, 2009, 06:59 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
Well I tried that yesterday and it didn't seem to work. I wasn't super scientific about it though, I might have got confused.
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March 15th, 2009, 03:58 AM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
I just want to say, that awakened scopion hero is amazing. I got him late in year 1... self buffing The undying and Resilience, and he picked up heroic strength. Usually strength isn't that great on a trampler, but I just watched him easily solo an indy elephant provinces. Even without a bless, he can kill an elephant in one round of attacks, and with high prot, decent regeneration and a fear aura, he never dropped below 80 hp.
He also has the reanimate command and I don't quite seem to be able to preach with him. Not sure if you intended that or not.
Last edited by rdonj; March 15th, 2009 at 04:14 AM..
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March 15th, 2009, 04:16 PM
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Corporal
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Join Date: Mar 2008
Posts: 104
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
A few quick things re Tomb Kings:
I haven't seen it mentioned, but if you GoR a bone scorpion, it picks up D2H3. This means that you can give it a death gem and cast soul vortex. Having a regenerating, soul vortexed, high prot, trampling, fear-causing, blessable unit or two mixed in with your own legions is pretty cool.
Also, if there was ever a nation that screams for a bootstrap into blood, I think it's Tomb Kings. All the blood summons work well under the darkness that you're going to be putting up in every battle, you can start churning out blood stones to fuel Ushabti spam and if you decide to go the vampire road, your national undead buffs (being designed to work on highish MR) are nothing short of awesome in support.
I also have a mechanics question. Does ethereal prevent the secondary effect from kicking in? If it doesn't, watchers would be a phenomenal SC killer.
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April 3rd, 2009, 02:05 AM
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General
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Join Date: Oct 2007
Posts: 3,007
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Thanked 206 Times in 159 Posts
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
Noooo! I lost my avatar of Horus. Ah man, I've had that thing for years. 434 kills, heroic toughness with +142 health... all to a time out while fighting gift of healthed pangaeans who just could not be killed fast enough, in a province that looked to be easy pickings . It's going to take a while to get over that. On the bright side I'm finally getting close to having the earth income to summon Ushabti Avatars, and if they're anything near as good as the hero was that should make this game a lot easier....
This is the game where I was going to try to use ushabti and anubites. I'm having a lot of trouble doing so though, as it is just too tempting to use Tomb Kings as SCs and they need mostly earth gem items. And my earth income has varied between 6-9 gems a turn for most of the game, so I don't really have many to spare. And since I decided to not use a bless in this game the ushabti aren't quite as tough as they could be. Anyway, I still think the Ushabti are almost too expensive to summon. I just keep thinking, I get 2 ushabti for the price of summon fall bears. They're basically the same level spell, and I would be quite willing to bet 10 fall bears are more durable than 2 ushabti, and probably do more damage. With a good blessing it would be slightly better, but I still don't think they would be worth quite that many gems, especially with their lab repair requirement. Anubites I think are more or less fine, I would consider buying them even if I didn't need non-undead soldiers as they can be quite deadly. The competition for earth gems is always going to be pretty brutal for this nation though.
Oh, I also managed to lose the awakened scorpion hero to pangaea as well. He served me well, winning many battles and greatly speeding up my expansion, but in the end he ran into too many centaur cataphracts and they were able to finally bring him down. First bone scorpion I ever lost to the AI. Next time maybe I'll buff him with something more than just the undying....
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April 3rd, 2009, 02:19 AM
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General
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Join Date: Oct 2007
Posts: 3,007
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
Any chance tomb kings will ever get recuperation on their first form? Having tomb kings riddled with afflictions can be a bit frustrating, as the best way to fix that is to get them killed so they become immortal... but shedding afflictions that way will ruin many of them as SCs and mages anyway. Makes those D4 kings really important.
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April 3rd, 2009, 05:11 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
Quote:
Originally Posted by Radio_Star
I also have a mechanics question. Does ethereal prevent the secondary effect from kicking in? If it doesn't, watchers would be a phenomenal SC killer.
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It counts as poison damage according to llama, so poison res would stop it. Not sure about ethereality.
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