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March 9th, 2010, 11:04 AM
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Second Lieutenant
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Join Date: Feb 2005
Location: Central Illinois
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Re: Endgame Diversity Mod - Lategame summons, released at last!
If you get the gift of kurgi, you can put it on non-casters and get all their buffs any random summoned unit, like an iron dragon, which seems reasonable since you got the artifact. You might consider it a waste, in some ways, because you don't need the flying power of the gift.
The hotep makes your unit invulnerable and it think boosts its MR, so if it has 2 misc slots (a normal dragons slots), even, you can add 2 elemental invulnerabilities.
The gift of kurgi makes them ethereal, so you want to put it on something with high protection to start with. It gives a bunch of other crap too. There's an off chance that some end-game summons might be considered too strong with certain combos or artifacts, but you might be better off waiting to have someone exploit them or just test them for fun while you're playing.
My brother, though, said of the VQ (in Dom2), when he was invading, "The VQ can do whatever she wants." So, I think sometimes that's just how SCs are.
My point, was simply that certain artifacts can be used to diversify your SC portfolio.
Last edited by BigDaddy; March 9th, 2010 at 11:23 AM..
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March 9th, 2010, 11:09 AM
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Second Lieutenant
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Join Date: Jul 2007
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Re: Endgame Diversity Mod - Lategame summons, released at last!
I still don't understand half of it. Sorry.
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March 9th, 2010, 11:25 AM
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Second Lieutenant
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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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March 9th, 2010, 11:25 AM
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BANNED USER
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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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March 9th, 2010, 12:08 PM
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Captain
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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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March 9th, 2010, 01:20 PM
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Second Lieutenant
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Quote:
Originally Posted by Jarkko
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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Well, I believe I said, if you get. Maybe I should have been more clear than 'if'.
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March 9th, 2010, 01:15 PM
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National Security Advisor
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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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March 9th, 2010, 01:21 PM
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Shrapnel Fanatic
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Quote:
Gandalf again: I think that thing with #unique would probably work actually.
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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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March 9th, 2010, 02:27 PM
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Major
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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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March 9th, 2010, 05:44 PM
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BANNED USER
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Quote:
Originally Posted by Micah
Isn't arcane bolt a missile spell? Those are pretty easy to shut down.
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I do mean arcane bolt not opposition. I don't think it counts as a missile (you're thinking storm?), I could be wrong though. Haven't seen air shield have any effect on it.
If arcane bolt fails, there's always control of course, but frankly arcane bolt is the main thing that makes S nutty good against magic beings in cbm. Obviously it's not an instant I win button, but being AN, long range and extremely accurate and cheap, easy to research, it's an awesome counter right up there with the very best in the game, imo. Of course if it does have missile limitations, that's interesting and changes it a great deal.
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