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  #11  
Old February 3rd, 2004, 09:50 PM
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Default Re: UlmPunk MOD available

The problem is that the #clear command works in Version 2.07.

You should not use the clear command in the midst of creating a new monster as it will clear all stats you have given it including the name. If you want to do a clear (not useful for new monsters) then do it right after the #selectmonster command.
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  #12  
Old February 3rd, 2004, 09:52 PM

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Default Re: UlmPunk MOD available

#clear will work?! Oh, happy days! I will immediately move the #clear commands in my units' setups appropriately.
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  #13  
Old February 3rd, 2004, 10:06 PM
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Default Re: UlmPunk MOD available

Quote:
Originally posted by Bowlingballhead:
#clear will work?! Oh, happy days! I will immediately move the #clear commands in my units' setups appropriately.
Monday Tuesday Happy Days!

Wednesday Friday Happy Days!

Saturday, Happy Day... blabla oh I hate this song.

[ February 03, 2004, 21:53: Message edited by: Argitoth ]
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  #14  
Old February 4th, 2004, 06:16 PM

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Default Re: UlmPunk MOD available

This mod's pretty fun to play with, but in the interest of balance, I have a few suggestions

1. The starting Mongrels are rather good for starting units, maybe Contraptions should be used instead.

2. Multilaunchers are too good. Get 6 of them and a revenant to cast aim and you have the arrows of 78 experienced archers. Still only shortbows, but when a knight gets hit by 78 shortbows, he NOTICES. Not as sure how to deal with that. Oh, and you might give them some sort of close range attack, because right now they get fist by default which doesnt make much sense. Maybe they have metal claws or something crude so they can get a claw attack.

[ February 04, 2004, 16:16: Message edited by: LordArioch ]
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  #15  
Old February 4th, 2004, 06:50 PM

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Default Re: UlmPunk MOD available

Mongrels: Every race gets their own starting unit. Some are fairly strong, some are fairly weak - I think the contraptions are too weak, personally. But you're right, the mongrels are strong. I'll probably cut them down to 10.

Not sure you're going to convince me on the multilaunchers, though. I may make them size 2 so they don't squeeze up enough that Aim can get a lot of them at once. Other than that, it's not really different from what you can do with other archers. You're getting more arrows for your buck, but they're less accurate.

'Fist' is ridiculous. I didn't want to give them a melee weapon at all and make them utterly helpless short-range, but the game apparently doesn't like that and gave them 'fist'. I'm going to revise it to 'crush'. It makes sense. They try and roll over you, they're just really bad at it.

Thank you for your opinions! I love feedback, and I definitely think about it.
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  #16  
Old February 4th, 2004, 11:30 PM

LordArioch LordArioch is offline
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Default Re: UlmPunk MOD available

It just seemed with their 40ish gold costs mongrels were a bit high level for starting units. Maybe they should actually be a little cheaper to build in general. And as for the multilaunchers, size 2 would help. But currently with 1 alteration you can get 1 revenant and 6 multilaunchers for 470 gold IIRC, and he can cast aim on all 6 at the same time.

You just got 78 archers for the cost of 47...and since each revenant can aim 2 Groups of multi's pretty effectively you could get 12 launchers for 156 arrows for the cost of 83. That's pretty signifigant, especially if you get fire arrows. Maybe raise the gold cost to ~80-100 or so, or lower the precsion even more.
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  #17  
Old February 5th, 2004, 12:27 AM

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Default Re: UlmPunk MOD available

If you can 'aim' 6 at once, that's bad. I definitely think that deserves a fix. I assume that if I knock it up to 2, only one at a time will be affected.

Once I do that, though, I feel pretty safe with the multilauncher. It's true that they beg for things like Aim, Wind Guide, and Flaming Arrows, but if I remove all effective combos from my nation I'll disembowel it. Everybody has something that works pretty well - and even with those aim spells, their precision will never get higher than 11! That's not very good. They'll still miss tremendously - whereas if you cast those spells on regular archers, they'd be nearly gauranteed to hit. Of course, as things stand a single fireball and it's good-bye multilaunchers, but I think it's more important to limit Aim.

You really may just be right about the mongrels, though. I'm giving that one a lot of thought.
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  #18  
Old February 5th, 2004, 12:51 AM

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Default Re: UlmPunk MOD available

Aim affects one space of units, and at size 1 6 fit in a space. Size 2 only fits in 3, which is much more reasonable, so that'll probably make them alot more reasonable.
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  #19  
Old February 5th, 2004, 05:53 AM

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Default Re: UlmPunk MOD available

I have submitted an updated Version of UlmPunk to the Illwinter board. I have no idea how long it takes them to process, or if they're even awake in Sweden. Or if they'll post any notification when the old one is replaced. But it's all done, seems to work on my end, and has been sent to them.
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  #20  
Old February 5th, 2004, 06:41 AM
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Default Re: UlmPunk MOD available

Playing around a bit with the mod - I had never used a Warbow before - I was shocked at how potent multilaunchers are! I thought that they'd be shooting backwards, like Abysian Demonbreds, but a cluster of 10 destroyed whatever puny indies I attacked with no problems. That was without Aim. I really do not understand this - the spread was very small, even though the precision is 6! It's as though spell and arrow precision are calculated differently...

A question, though. Why is the priest so **** expensive? At 70 gold, he's no better than indy priests, and thus worthless in the long run... or am I missing something?
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