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  #1  
Old March 17th, 2011, 07:46 PM

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

Yes! Well reminded.

New version is attached to the first post. Here is the changelog:

Moved ID numbers around so mod is compatible with all of the nation mods in Sombre's [MC] Mod Catalogue (see other forum), as well as CBM 1.6.
Roc now has "Roc beak" attack which is armour piercing
Roc gained powerful one-use AOE 1 "Aerial Dive" attack.
Zmey much cheaper: 25 gems (was 35)
Mechanical giant cost increase to 20 gems (16)
Cyclops cost increase to 35 gems (30)
Grendelkin cost decrease to 35 gems (40)
Asynja randoms reduced from 210% AEDB to 160% AEDB
Treant: cost reduced to 30 (40). Research level to 7 (8)
Ettin: Cost reduced to 14 (18). Research level to 5 (7).
Ettins gained 50% shock resistance, cold resistance and poison resistance.
Asynjas gained good Enchanted Sword and Weightless Shield items.
Kraken magic: Previously was W3E1B1 in EDM, W1, 150% WEN in CBM. Now W2B1 + 50% W + 50% E + 50% N in both.
Kraken: Cost 30 gems in EDM, 16 in CBM. Now costs 20.
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  #2  
Old March 18th, 2011, 05:01 AM

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Default Re: Endgame Diversity Mod - v1.2 released

Thank you llama!
Roc's change are very interesting, I'd eager to see what it can do as thug/anti-sc thug. Perhaps reduce some of its siege&patrol bonus in exchange?

Zmey's price balance is great! Though zmey is a really good raider, it is still inferior to Iron angel with gears of 15 gems, not to mention grendelkin. E gems are precious, but can not be used to mass ember lord later anyway.

But why increase mechanical giant's cost? It's 12 base mr makes it easy prey to spell like disintegrate, opposition or control, I cant help but compare it with marble oracle....

Cyclops should be increased like this, after all, it's a E3 mage. Though I still think that make it E2F1?FE100% would be better.....

Grendelkin....well, we've talked quite a lot about it, I still think it shoul cost 45 as marble oracle in vanilla or 50 as that of a elemental royalty.

Asynjas and Kraken now have one or more 50% picks, isn't it a little luck dependent for a costy summon? Other changes are really good, hopefully ettin and Kraken will be much more common in the battle field
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Old March 22nd, 2011, 06:14 PM

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Default Re: Endgame Diversity Mod - v1.2 released

I played with and against Ember Lords in a few games and I noticed that a massive part of of their opponents became blind. I am looking at the .dm file and I'm wondering whether the line:
"#copystats 1384 -- Solar Disc, to get high heat"
is the reason for this. Maybe the Solar Disc does possess this hidden feature?
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  #4  
Old August 20th, 2011, 09:37 AM

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Default Re: Endgame Diversity Mod - v1.2 released

Quote:
Originally Posted by Sajuuk View Post
Asynjas and Kraken now have one or more 50% picks, isn't it a little luck dependent for a costy summon?
Having tried, I second this for Asynjas.

I do not really see the point of Asynjas having blood, but then I play mostly Caelum as an Air nation. It's certainly pointless for SC since you do not walk around with slaves. I suspect it might come in handy for air / blood nations like vanheim, that can use them in communions, but with 2 air and no garanteed blood, it's probably better just to use nationals.

What they lack to be cost effective is either garanteed access to 1 earth, or 2 death : access to armor-boosting spells or to soul vortex, and mist-form not dependant on gear. I do think that the combinaison of all three is really unbalanced, and I do not really remember other SC having all those paths.

As a comparison point to give you the reason why I think they are not worth it, I propose Caelum Harab elders.

- Asynjas have lower magic path, but they got a very low chance of getting the same paths (2 air, 1 earth, 2 death).
- research necessary is the exact same (they got at best the exact same path),
- Elders are cap only but are recrutable for 270 gold instead of 35 air gem.
- Asynjas have to more HP (12 times more), but it's insignificant if mistform can be kept up.
- harab elders can be blessed, asynjas can't.
- statwise, the avantage is clearly to the Asynjas. Properly kitted however, stats can be compensated.
- harab flies but the Asynjas is stealthy.

Ok, so... assuming equal access to buffs, the only thing Asynjas got for them is their stats : most important being 2 more MR, more HP (so less dependant on mistform). Asynjas hit more often and stronger but harab can do the "clearing army" job. Other stats are irrelevant as far as army clearing is concerned, as soul vortex will do the job. Stealth and flying both have their use, let's say both are as strong.

But, they do not have the same magic path, basically making army-clearing easier for Harab elders than Asynjas. 3 things can kill harab elders : anti-SC thug / SC (which also kill Asynjas), anti-SC/thugs spells (of which most will also kill Asynjas), flying units killing before buff is done.

So... I kinda wonder what's the point. I can run basically the same analysis with Eagle kings in EA Caelum : they got awe, access from mistform and earth buff out of the box. Fomoria would just use a Fomorian King instead of Aesirs. For those nations, Aesir are kinda niche, if not just outdone, by national units.

What other nations is there around... MA Caelum might use them. Vanheim's got blood, and I do not know about the relative strength of blood summons. LA and MA Man and Eriu ? Even then you might just have a Air 3 Aesir, a path that air nation can usually recruit.

Conclusion : in my opinion, air gems are too important (cloud trapeze) to be wasted on units that might just be high HP versions of your nationals with lower magic path. Mistform takes care of HP difference, and Shishis and Roc already play that role anyway. What I would do is give them at least 2 air 1 earth to them, with a (very) low chance of getting a truly exceptional SC with 2D, something like 2 air / 1 earth / 50% AED, 10%D.
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  #5  
Old March 22nd, 2011, 06:53 PM
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Default Re: Endgame Diversity Mod - v1.2 released

http://dom3.servegame.com/wiki/Solar_Disc

Yep, solar disk has blind attacker.
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  #6  
Old March 22nd, 2011, 07:09 PM

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Default Re: Endgame Diversity Mod - v1.2 released

Gnargh, how have I never noticed this before?

Okay, it's on the bug list. Should be possible to find some kind of way round it.
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Old March 30th, 2011, 05:16 PM

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Default Re: Endgame Diversity Mod - v1.2 released

Just updated the mod in the first post to 1.21.

Changes:
- Attacking an Ember Lord no longer causes blindness.
- Rejigged nation ID usage to reduce the chance of conflicts.
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Old July 11th, 2011, 08:26 AM

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Default Re: Endgame Diversity Mod - v1.2 released

Is there a document or a web page that lists all of the summonable creatures' stats? I understand I can create a test game with the EDM nation but perhaps someone has done the work for me?
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Old July 11th, 2011, 10:00 AM
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Default Re: Endgame Diversity Mod - v1.2 released

Not really, somebody should really make one on the wiki. Just one page with all the stats.
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Old July 12th, 2011, 09:35 AM
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Default Re: Endgame Diversity Mod - v1.2 released

Quote:
Originally Posted by aaminoff View Post
Is there a document or a web page that lists all of the summonable creatures' stats? I understand I can create a test game with the EDM nation but perhaps someone has done the work for me?
Quote:
Originally Posted by Soyweiser View Post
Not really, somebody should really make one on the wiki. Just one page with all the stats.
The "Mod Reports" that Lars was considering adding to his mod editor would be just what you're looking for, I think. You might want to respond in his thread if you're interested:

http://forum.shrapnelgames.com/showthread.php?t=47560
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