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  #31  
Old August 15th, 2009, 04:34 PM
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Default Re: Momentum 2 - Closed, prepare pretenders for Aug. 25 start

Sorry if you have been waiting on me, I guess you need to know my nation so you can set start locations. I suppose I'll go with Eriu. Cant hurt to have a nation with stealthy commanders that can single handedly wipe out entire armies and sneak away before ritual spells can target them
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  #32  
Old August 15th, 2009, 04:46 PM

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Default Re: Momentum 2 - no hoarding, banned globals, tart changes, fast pace - Recruiting!

Quote:
Originally Posted by AreaOfEffect View Post
Wrath Lords can summon 1 ghost a turn.
Werewolves can summon 3 wolves a turn. (Gotten from Call of the Wild)
Mound Fiends can reanimate.
Draconian Chief's can summon 1 Draconian a turn.
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  #33  
Old August 15th, 2009, 05:50 PM
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Default Re: Momentum 2 - Closed, prepare pretenders for Aug. 25 start

Calahan has just ruined my plan to build a never ending supply of handless winded dudes. Foiled once again.
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  #34  
Old August 15th, 2009, 08:08 PM
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Default Re: Momentum 2 - Closed, prepare pretenders for Aug. 25 start

I thought he originally said "auto summon" not units that can summon allies.. In my mind there is a difference.
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  #35  
Old August 15th, 2009, 11:35 PM

Valerius Valerius is offline
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Default Re: Momentum 2 - Closed, prepare pretenders for Aug. 25 start

I agree there's a difference. In one case you have the opportunity cost AOE mentioned. I did originally mean only auto spawn units but I agree with Archaeo's point about vamps. It may be partly because of a feeling that the changes made for this game have reduced the gem supply in the end game but I haven't done anything to nerf blood. I think removing vampire lords' summon ally ability (in addition to the soul contract and onaqui changes) is reasonable.

Following up on the issue of using blood stones only as path boosters, not gem gens, I still haven't had any success with this. I'm going to post in the mods forum in case more experienced modders have ideas. If no solutions present themselves I'm inclined to go without a second earth booster (and believe me I'd like a misc slot earth booster for my Vanadrotts).
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  #36  
Old August 19th, 2009, 04:14 PM
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Default Re: Momentum 2 - Closed, prepare pretenders for Aug. 25 start

There are a few pretender builds that auto-generate gems, will these be left in tact?
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  #37  
Old August 19th, 2009, 04:39 PM

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Default Re: Momentum 2 - Closed, prepare pretenders for Aug. 25 start

No changes to those (or any other) pretenders.

BTW, I haven't had a chance to work on the mod the past few days but I should have it ready for review in the next day.
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  #38  
Old August 19th, 2009, 09:41 PM
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Default Re: Momentum 2 - Closed, prepare pretenders for Aug. 25 start

OK--thanks
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  #39  
Old August 20th, 2009, 05:54 AM

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Default Re: Momentum 2 - Closed, prepare pretenders for Aug. 25 start

I have attached the mod to the first post. Please let me know if you run into any problems. You will want to have only this mod active when creating your pretender - it includes CBM so you don't want that active as well.
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  #40  
Old August 20th, 2009, 11:02 AM

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Default Re: Momentum 2 - Closed, prepare pretenders for Aug. 25 start

I don't think anyone downloaded the mod yet but FYI I uploaded a revised version (you'll know you have the correct version if it says "Momentum2 1.1" in your mod list).
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