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  #31  
Old October 24th, 2011, 10:12 AM
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Default Re: MA -Myconos- Last of the Fungi

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Originally Posted by GFSnl View Post
Had nothing to do today so as requested a chard of Myconos Life cycle.
This is my new desktop background. Awesome!
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  #32  
Old October 24th, 2011, 05:19 PM
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Default Re: MA -Myconos- Last of the Fungi

Added hidden magic paths to the various units. When you use the spell Possession on those units and make them commanders you can use the magic.

Also all the final stage units auto cast Communion master at the start of the battle.
The Myconid Commander (not shown on chart) and the three different Fungi mages (the top three mushrooms ) all auto cast communion slave at the start of battle. This is the true power of Myconos! Giant communions!
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Last edited by GFSnl; October 24th, 2011 at 05:27 PM..
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  #33  
Old October 25th, 2011, 10:17 PM

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Default Re: MA -Myconos- Last of the Fungi

Amazing work! Thanks GFSnl, this might be the best new nation mod I've ever played~

But I also noticed a bug, that the infected version of wolf has replace the old one, thus all the wolf in the game, at least replaced their sprites, since other nation won't get parasite from them. And when I tried a test wish of the rest infected animals, it seems the tiny y"spider" has been replaced by infected hunter spider. This may or may not be a problem in the game process, but I guess it won't take much effort to fix

And some balance issue, the fungus are already really powerful on magic paths, the cap only mage can be W3, A3 or N3, while the three second phase fungi mages can be even A4, N4 or W4, not to mention it's an amphibian nation with underwater mages,and a nation with countless free spawns. Wouldn't it be a little op by give all of them auto communion?
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  #34  
Old October 26th, 2011, 03:23 AM

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Default Re: MA -Myconos- Last of the Fungi

Myconos looks to be pretty crap in the water really, boars are awful units and really won't stand up to the natives. And auto-communion is somewhat lessened in potency by having to rely mainly on cap only mages to command the communions. They do seem like a fairly powerful nation though.

As far as the freespawn goes, it's not actually free because you still have to pay upkeep, and it comes fairly slowly. I don't think that the freespawn is likely to be a big problem, but it is the most convenient way to get your evolved creatures certainly. And seals the deal for what mages do the research.
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  #35  
Old October 26th, 2011, 07:14 AM
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Default Re: MA -Myconos- Last of the Fungi

Thanks for all the kind word y'all. Keeps one motivated .

The wolf units are really strange. I used #copystat to copy the statistics of the normal wolves but apparently it also copies some unknown flag that is used to define the sprite of the unit. That this is also happening with some spiders is new to me. Anyway it will be fixed in the next version as I replace the #copystat with actual statistic.

Thematically I do want to have an auto communion. Somewhere in the mod I tell how the Myconids were the ones who taught the Pythiums Theurg how to communion.
Now the Mycelial grid is compromised by the parasites and the higher forms use this to their benefit like the higher form Mushrooms once did. This might make them OP in the late game, maybe.
Currently one game is being played with Myconos and I'll await feedback to see how they fare. http://z7.invisionfree.com/Dom3mods/...?showtopic=543

That said, I do want to change magic levels somewhat to have a random component in them. And nifty ideas are always welcome.
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  #36  
Old October 26th, 2011, 08:55 AM

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Default Re: MA -Myconos- Last of the Fungi

On a second thought, auto communion is really a cool idea, but could be a backdraw when most communions are used reversely, and preset the role of master and slave could be annoying sometimes, maybe could use some N based or H based national spell instead? 1 turn& 1 command vs a more flexible communion system, hard to say which is better, or which is OP....


And perhaps the second phase of magic mushroom should reduce 1 pick of magical path, otherwise a nation with W4,A4 AND N4 looks a little......luxury?

After some more tests, seems myconids are not really OP, especially in early games

Free spawns are not as that good as I anticipated, provide little help if in trouble, although it does solidify your victory if already dominant.

Underwater mushrooms seems can only be used when no UW nation in game, or at least not around, polyp and poor mr infected animals can hardly against elite troops and mages, and berserking parasite can hardly keep alive if you keep losing battles....


btw, notice that myconids are a H3 nation with blood sacrifice, but i'm yet to exploit it
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  #37  
Old October 26th, 2011, 11:07 PM

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Default Re: MA -Myconos- Last of the Fungi

3 more questions:
1,Is the path for second phase of parasite necessary? And seems stag beetles are way more powerful than other morphs.

2. the stag centaur have only D2, not N2D2 in the evolution chart

3. the hell hound have full equipment slot like shoes and arms, should it be like other phase 2 morphs?
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  #38  
Old October 27th, 2011, 05:20 AM
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Default Re: MA -Myconos- Last of the Fungi

Wow,

Great bug hunting.

1- I thought the paths on the second shapes were a nice touch. You probably won't use them except for the Giant Tick's one if you want to start blood hunting. Stag Beetles do seem a bit strong maybe I'll nerf them somewhat.

2- Yep, bug. Fixed in next version.

3- Correct, bug. Fixed
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  #39  
Old October 27th, 2011, 01:37 PM

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Default Re: MA -Myconos- Last of the Fungi

I'd use the stag beetles too. Cheap, effective earth magic isn't that easy for myconos without them, and they're the best bet for gnome lore spamming. The ticks are by far the best though. Anything with fire or blood is definitely worth possessing.
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  #40  
Old October 27th, 2011, 01:58 PM
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Default Re: MA -Myconos- Last of the Fungi

Yeah, that's true.

Originally the Beetles were supposed to have 2N. Every 3rd form has the magic of the second form plus a different path.
But with the Beetle I made a mistake and it now has 2E instead of 2N.
I think I might leave it this way.
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