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  #41  
Old March 9th, 2010, 11:09 AM
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

I still don't understand half of it. Sorry.
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  #42  
Old March 9th, 2010, 11:25 AM
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

I was simply saying that when determining the value of an SC chassis, the items you have on hand are important to consider... especially with artifacts that give you novel powers in unusual slots.
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  #43  
Old March 9th, 2010, 11:25 AM

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

This is probably expected but I'd like to point out that this mod is incompatible with CBM. In particular Claws of ShiShi and Warhorse Hoof use the same #weapon 710. There are probably others. Anyway, use a mod combining script when playing these together.
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  #44  
Old March 9th, 2010, 12:08 PM
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

BigDaddy, in a MP game you can't really count on getting artifacts. In SP games, sure, but if in a MP one bases the strategy (or value of units/summons) on the use artifacts, there might be problems ahead (such as "Ooops, about six other players already got to Constr 8 before me").
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  #45  
Old March 9th, 2010, 01:15 PM

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

Ack, well spotted pyg. I will certainly fix that for the next version.
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  #46  
Old March 9th, 2010, 01:20 PM
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

Quote:
Originally Posted by Jarkko View Post
BigDaddy, in a MP game you can't really count on getting artifacts. In SP games, sure, but if in a MP one bases the strategy (or value of units/summons) on the use artifacts, there might be problems ahead (such as "Ooops, about six other players already got to Constr 8 before me").
Well, I believe I said, if you get. Maybe I should have been more clear than 'if'.
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  #47  
Old March 9th, 2010, 01:21 PM
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

Quote:
Gandalf again: I think that thing with #unique would probably work actually.
Id really like to know if that works if someone knows how to best test it.

I could even see some fun with a mod that makes all pretenders available as summons if they are not used by players in the game. Might be a nice treasure trove to add nation-specific summons.

Such as; Pangaea getting late-game summons of Carrion Dragon and Lord of the Wild (but only if it doesnt match their pretender choice).
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  #48  
Old March 9th, 2010, 01:41 PM

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

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Originally Posted by BigDaddy View Post
You can work around it, with the right equipment, plus you can get it nice and early (lvl 4 and lvl 3 spells one of which is IN construction).
I don't see how. Arcane bolt doesn't miss and is decent AN damage. Magic dudes = dead vs astral.
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  #49  
Old March 9th, 2010, 02:27 PM

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

Isn't arcane bolt a missile spell? Those are pretty easy to shut down.
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  #50  
Old March 9th, 2010, 03:16 PM
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

He probably meant "Opposition" which is prec 100.
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