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  #291  
Old June 20th, 2010, 08:10 PM
Squirrelloid Squirrelloid is offline
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

If you made elemental royalty non-unique, would it just randomly select one every time you summoned one?
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  #292  
Old June 20th, 2010, 09:16 PM

Valerius Valerius is offline
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

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Originally Posted by Squirrelloid View Post
If you made elemental royalty non-unique, would it just randomly select one every time you summoned one?
I'm fairly certain the summon elemental royalty spells check to see if the unit ID exists in the game, so clearing all the stats on the units in question to remove the #unique tag doesn't help.

But you could use #firstshape to get around this by having the summoned royalty transform to another shape, thus freeing up the original unit ID for further summoning.

See this post by Sombre for more info.

Tested it and it works fine. The only thing I'm unsure of is if there are more attempts in a turn to summon a given type of elemental royalty than exist in the game if some will be told that no one answered the spell (because #firstshape hasn't yet been triggered). So more than two attempts to summon a fire king, more than three attempts to summon an air queen, etc.
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  #293  
Old June 20th, 2010, 11:09 PM

Finalgenesis Finalgenesis is offline
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

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Originally Posted by Wrana View Post
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Originally Posted by Lingchih View Post
Firebird in unique, yes. There can be only one.

Damn good summons though.
Actually, a pity. This makes it just like Elemental Royalty in being the price for the first player reaching needed research instead of a unit usable instead of Tartarians...
It's a good thing firebird isn't all that hot (harhar...har...) considering the cost and compared to other late-game summons and options. I'd take a Zmey or save the gems for crafting any day of the week over a firebird. Though maybe that's because I don't know the full power of a firebird?

So far I only see it as a weak/mobile fire mage, admittedly useful if you have no national access to fire. The luck effect seems useless since it's only applied to the province it's in, considering that you probably have 10+ provinces by the time you can summon it this effect can be dismissed.

What I'm unsure of is that its description seem to imply it auto-cast solar brillance in battle, though I'm not seeing this on the wiki (I should test this...), if so this would be a different matter. Maybe it can even pierce Mandeha's anti-solar darkness effect like forbidden light does hmmmm...

Finally, if its luck effect actually affects crossbreed/ transformation/ void gate summon like luck scales does, I'd be racing for this hot, sexy bird!
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  #294  
Old June 21st, 2010, 02:29 AM
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

Yes, it does auto-cast solar brillance in battle.
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  #295  
Old June 21st, 2010, 10:57 PM
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Lingchih Lingchih is offline
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

Never tried one in battle. They're kind of fragile. I guess if I had an extreme need for auto solar brilliance.

I was commenting on the luck effect. It's quite nice getting a lucky event at I believe a 50% or so rate (at least that's the frequency I was getting them at). I just sat mine in my cap. Nothing bad ever happened there, and every other turn or so a good event.

If it were expensive or hard to research, then no, it probably wouldn't be worth it. But it is cheap and easy to get to (if someone else doesn't get to it first).
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  #296  
Old June 21st, 2010, 11:20 PM

Finalgenesis Finalgenesis is offline
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

It's also fire summon, so it's another bonus for fire-bless nation or national fire mage nations, while being difficult for other nations (I get 1-2 fire at most with rainbow, for rune smasher / awe shield and flame brand usually). Though even if someone else summons it first, casting Zmey with those gems instead is not a bad alternative at all.

I've summoned the firebird before and rarely had events in my cap where the bird is sitting so maybe I underestimated its luck ability abit.
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  #297  
Old June 21st, 2010, 11:29 PM
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

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It's also fire summon, so it's another bonus for fire-bless nation or national fire mage nations, while being difficult for other nations (I get 1-2 fire at most with rainbow, for rune smasher / awe shield and flame brand usually). Though even if someone else summons it first, casting Zmey with those gems instead is not a bad alternative at all.

I've summoned the firebird before and rarely had events in my cap where the bird is sitting so maybe I underestimated its luck ability abit.
Yeah, I was Abysia in our first EDM test game, InversionsRedux, so it was a no brainer to try out. I had it for a long time, and I did even move it a few times, to see if the luck events followed it, and they did.

For a non-fire nation, might be more of a stretch to go for it. It is even easier to get with this new version now though. I'm starting a new EDM test with the latest version of the mod later this week, so I'll probably be able to test it again.

The Zmey was simply horrible in the first incarnation of the mod, but it looks a lot better now, and I'm anxious to try the new and improved Zmey.
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  #298  
Old June 21st, 2010, 11:59 PM

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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

Interesting, I will have to test firebird more as it sounds like It was more bad luck (lol) on my part resulting in meager luck events.
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  #299  
Old June 23rd, 2010, 07:22 PM

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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

Okay, I have just uploaded v1.1. There are just a few changes - see the first post for details.

I anticipate this being a long-term version of the mod. Further changes will only be made in response to considerable feedback from MP, and quite conservatively. This is to make it possible for people to form strategies with the summons without having to worry about them constantly altering. Having said that I still *really* appreciate feedback. Apart from anything else, as you may imagine probably the most fun part of making a mod is seeing people discuss your creations!

There is of course the chance that I may have to make another version sooner to fix bugs, typos or glaring errors - I am just hoping that most of those will have been caught already.
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  #300  
Old June 25th, 2010, 12:03 AM

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Default Re: Endgame Diversity Mod - stable version (v1.1) released

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[img]
- Significant changes to Kraken magic: has lost linked sorcery random, is now always the same: W3E1B1. I know the blood is odd, but it is a thematic thing that I like, so there.
I am curious, when you say it is thematic for Kraken to have blood magic, what did you have in mind?

I mean, what does kraken have to do with virgins?
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