View Full Version : Mod Mytheology Pretenders 3
Psientist
August 12th, 2008, 04:46 PM
3/14/09 - A new Mytheology update with new units and spells, and the usual rebalancing tweaks!
Description:
51 new units including 17 new Pretenders, 25 new units, and 8 Pretenders formerly available only as summons. 18 new custom weapons, 2 new custom unit armors, and 4 new forgable magic items. 33 new spells, both battle and ritual.
Download version 3.05 at: mytheology3.zip (http://files.me.com/hagenguy/ufg252)
The zip file now also includes spell manual additions, and a spreadsheet listing all the unit, weapon, armor and spell numbers so you can track conflicts against other mods.
Aezeal
August 12th, 2008, 04:58 PM
Seems like a nice mod
#secondaryeffect 453 -- harpooning
--> I can't find what this does in the UOR .. in another thread I'm looking for a way to make ranged weapons work underwater. When I read harpooning I though it might be what I wanted.. but it's not used on a ranged weapon
--> can you explain
and can we really only upload with 97 K max??? that will ruin the mod community!!
Psientist
August 12th, 2008, 05:02 PM
Harpooning, as instructed to me by the wise Dominions Mod Elders, causes the same effect as nets - defense reduction and next round immobility : http://forum.shrapnelgames.com/showthread.php?t=39876&highlight=harpooning
And no, it doesn't require ranging to work underwater, which kinda sucks for another mod I'm working on.
When I tried to upload my 1.1MB zipped mod, it threw an error at me.
Aezeal
August 12th, 2008, 05:06 PM
damn for the space mod I really need space (water) combat.. and ranged.. otherwise it'll just be spacetroopers and spacecraft bumping into eachother... and giving them all the same weapon isn't all that either.
I could probably copy mind blast and make it do like 1 damage and then give pplz upto like 10 weapons if I'd want them to do 10 damage... but that would only work if armour negating (else 1 damage will never penetrate) and that would also take away all use of armor in space.
PS how did you ever find out about that secondary effect???? I mean it's not described anywhere how did you know it existed?
Psientist
August 12th, 2008, 05:18 PM
I learned of that effect via the modders #1 toolkit: Edi's Database http://forum.shrapnelgames.com/showthread.php?t=39211
In another thread on harpooning, somebody mentioned the "piercer" weapon is ranged and works underwater. That should be checked out to see if true... perhaps its effect could then be copied.
Aezeal
August 12th, 2008, 05:22 PM
yeah but still.. for that space mod I'll need a LOT of weapons we could use in space.. I already have like 10.. and that is with 1 nation.
you mention copy.. but how could I do that.. I only see the option to select a weapon (say piercer) and then change certain things.... now if I could create a new weapon and then copy stats and then change there'd be no problem (I think) but as far as I know that can't be done? or am I wrong (I hope so)
Psientist
August 12th, 2008, 05:26 PM
Halp! I've threadjacked myself!
No, I guess there really isn't a way to copy except by using #secondaryeffect and #secondaryeffectalways, which isn't the same thing. HOWEVER, sometimes they overwrite the original #newweapon definitions for some reason, you might want to give it a try anyway. That happened when I tried to add a "stun" secondaryeffect to a new weapon I created. Good luck.
llamabeast
August 12th, 2008, 05:30 PM
Just thought I would mention because I've always wondered - you do know Mytheology is a misspelling right? Why the extra "e"?
Psientist
August 12th, 2008, 05:35 PM
Myth + Theology = Mytheology
HoneyBadger
August 12th, 2008, 05:54 PM
I always thought it was My + Theology :)
llamabeast
August 12th, 2008, 06:05 PM
Aha, got it.
Adric17
August 16th, 2008, 02:51 PM
Hi Psientist,
This looks like a really nice mod. I'll try it
Psientist
August 16th, 2008, 03:58 PM
Thanks, Adric17. A lotta time went into it...
Gandalf Parker
December 17th, 2008, 11:48 AM
the link on this is broken.
Does anyone have it and I can host it
Calchet
December 17th, 2008, 03:27 PM
I believe this is it. It's not the original zip but rather one recreated from an old mod folder backup of mine, though, so something might be missing.
Psientist
March 3rd, 2009, 07:46 PM
New update coming soon. Just a teaser.... AKU!
Gregstrom
March 4th, 2009, 05:34 AM
Ooh, pretty...
I'm rather looking forward to having this turn up.
Endoperez
March 4th, 2009, 05:58 AM
New update coming soon. Just a teaser.... AKU!
AKU!:D
You have a perfect timing. I just started watching season 4 of Samurai Jack. The last episode I watched, "Samurai and ninja" was at least Awe +4!
Psientist
March 4th, 2009, 10:34 AM
the time consuming part of Aku is I have to make separate sprites for a dragon shape, an octo-thingy, a bird-bat thingy.... etc
Gandalf Parker
March 4th, 2009, 02:26 PM
I look forward to this. Its one of my favorite mods.
Psientist
March 5th, 2009, 07:30 PM
Wow, that's quite the compliment, considering who it's from. Thanks!
Another quick peek at new art for the update. I was never happy with my old black dragon sprite, which borrowed artwork from another artist.
also some more of the Aku images.
Psientist
March 5th, 2009, 08:38 PM
arrrgggh. I was hoping I could chain together multiple shapes for Aku each with the #shapechange command. Unfortunately, it only recognizes two shapes total in the chain (the first, and the last which links back to the first). So much for Shapeshifting Master of Darkness. I'll just give the dragon shape a #watershape of the octopoid I guess.
Psientist
March 14th, 2009, 10:44 AM
After long last, another Mytheology update. The changes aren't as dramatic this time, but here's a version change list:
- added the Prodigal King pretender <shown attached>
- added the Aku pretender, reasonably happy with it.
- new graphic for the black dragon. Always hated the old one.
- added the "siege catapult" and "siege trebuchet" construction spells, and respective units and weapons. And playtested them.
- altered Shards of Hastur, Eclipse spells for balance.
- hopefully fixed the Loki's Mirrors spell, which just kinda spazzed out when casted. Didn't get around to verifying the fix tho.
- Created lesser and greater circlets of blasting magic items. They craft fine, but haven't been able to prove whether or not they work since as weapons, they don't "announce" when they work.
- rebalanced the Elder Sign spell and unit, and unlocked it.
- unlocked the Hand of Destiny chain spell, and tested it. Fun!
- renumbered several units for more numbering consistency - it had gotten sloppy.
- cleaned up the Sanctuary spell code.
When I get a chance, I'm chomping on a Tiamat pretender which will make it into a future update.
The download link is in the first post of this thread.
Gregstrom
March 17th, 2009, 04:59 AM
Is Aku's octopoid form meant to have an old age threshold of 50? It makes him somewhat less than competent underwater.
Psientist
March 17th, 2009, 10:07 AM
LOL no!
To be honest, after I post an update with new units, I dread seeing the "replies" count go up in the forum browser, because I just KNOW somebody is helpfully pointing out something that needs fixin'!
Gregstrom
March 17th, 2009, 10:40 AM
:D Glad to be of service!
I really like the Mytheology mod, by the way.
Psientist
March 22nd, 2009, 02:17 PM
Minor update loaded. Added two magic items, adjusted some sprites.
DaveCG
March 28th, 2009, 11:54 AM
Hey there, first off this is a great mod, but I've noticed some things I thought you might like to know.
I'm on 3.23b(? latest patch for dom3 as of writting) and I've freshly downloaded your mod again, just to make sure it wasn't something I've changed, normally I run the balance mod for scales and pretenders along with nova deus II, the really old pretender mod+art upgrade by...zepath I think? anyway, I was just scaning your .dm file for conflicts (you've got the spread sheet thing I know, but for some strange reason I don't have excell or anything that can open it) and I noticed a few things, and tested them out ingame with no other mods just to double check...
Your Carrion Lord (2958) shares it's number with the EA Gold Dragon, even after I changed the numbers about, neither of them would show up, I also tried removing the restriction on the dragon, but still nothing, also your chaos mage shares it's number (2992) with the special manifestaion for summoning, not pretender grim reaper, and as such, the black dragons shape shift is set to 2992, and while I think it's meant to be the chaos mage (?) it shifts into the reaper, I changed the mages number around and altered the shape shift number and it worked fine, not impacting on the spell for the reaper.
Anyway, thoses are the only things I could notice, as I said I downloaded it fresh off your first post again, just in case.
Now that's out of the way, like I said earlier this is a great mod, I love a good deal of the pretenders in it and the sprites are really nice, I hope you carry on adding/supporting this, as I think I'll have to merge this into my standard mods set for all my games :)
Anyway, hope that helps.
Psientist
April 1st, 2009, 04:00 PM
Thanks. I'll double check. With the previous-to-latest mod update, I renumbered many of my units to be more consistent (over time, I was getting gaps and holes in the numbering, and Antilarium and Mytheology unit numbers were interspersed randomly, and unit-combos were not listed in sequence, etc.). Before my latest update, I *had* manually checked for unit number duplications, but I'll look again at your suggestion.
Thanks for the feedback. You can assume as long as I'm playing D3, I'll come up with ideas that I just have to try out and as a result Mytheology will keep growing. Right now I'm trying to come up with the best way to implement a Tiamat super pretender, and am still playing around with new unique artifact ideas.
I do, of course, always welcome ideas.
DaveCG
April 2nd, 2009, 03:29 AM
Sounds cool, and I've tried your map and it's really nice, I love the hand drawn look about it.
Anyway, like I said I've really enjoyed the work you've put into this and all that jazz.
Psientist
April 2nd, 2009, 03:27 PM
DaveCG: you were absolutely right. I had the unit numbers straightened out in the spreadsheet, but those two units didn't get completely untangled in the modfile. A fixed version of the Mytheology Mod has been uploaded (3.05).
Thanks!
DaveCG
April 3rd, 2009, 07:42 AM
No problem at all, I'm just really OCD about some things :)
Redeyes
April 20th, 2009, 03:02 PM
Is Jack of Shadows meant to have Dark Power 100?
It just seems a bit excessive, one-hitting a dragon with every attack just because someone put the light out ;)
The Monkey King seems to be lacking his staff, further, I got the no-monster centurion when summoning allies with him.
Ubbo-Sathla also seems to be lacking a weapon, though he has a "acid stream" attack
Gandalf Parker
April 21st, 2009, 11:44 AM
As part of the conversation about "any love of Machaka" I started a test game with the Empress of Assassins pretender you gave them.
A) I LOVE that it allows one of my favorite modes of play. An assassin which drops units to test the provinces defenses after each assassination.
B) the description of the Empress didnt mention that she drew creatures.
C) the dropped unit however seems overdone. Assassin Mother is cool but I dont see a way that it being assassin is of any use. Assassin doesnt serve much purpose on follower units.
Suggestion:
a slightly smaller drop-unit and if you want to replace the assassin with something useful then make the drop-unit berserk or in some way unable to rout. That way it is a better test of province strength. The description could be something about fanatical spider children determined to guard the queen at all costs.
Gandalf Parker
--
My favorite mods to play with are:
Streamers and Standards, Worthy Heroes, Mytheology, Magic Site Mod, SingleAge
and of course SemiRandom
any other suggestions?
Gregstrom
May 11th, 2009, 02:40 PM
Bad news Psientist - I found a bug. I was trying to cast Revelation (not monthly casting), and the game crashed with a 'Nagot gick fel! kv:bad spell mt0' (IIRC).
Sadly, I don't know what this means. I was using the spell with Antilarium, Magic Sites mod and CPCS also enabled, but I'm not sure whether this would cause a conflict.
Any ideas anyone?
Attle
May 11th, 2009, 02:52 PM
Got the latest patch? I got a similar error due to not having the latest patch.
Also, awesome mod Psi. Jack of Shadows is sweet! =D
Burnsaber
May 11th, 2009, 03:11 PM
Bad news Psientist - I found a bug. I was trying to cast Revelation (not monthly casting), and the game crashed with a 'Nagot gick fel! kv:bad spell mt0' (IIRC).
Sadly, I don't know what this means. I was using the spell with Antilarium, Magic Sites mod and CPCS also enabled, but I'm not sure whether this would cause a conflict.
Any ideas anyone?
Don't know. At least I've had troubles with making holy rituals work, that's why there's none in Holy War, they always crashed the game for me in testing, with that same messsage.
Alpine Joe
May 18th, 2009, 08:25 PM
I'm looking at the desire pretender for MA man, and while the description says she is skilled in water, nature and blood magic, she comes with only blood magic built in and a very high additional path cost. Was this intentional?
Arcturas
May 26th, 2009, 10:06 PM
Quick question; is Mytheology compatible with CBM? Thanks.
Attle
May 27th, 2009, 03:36 AM
It is.
name thief
September 4th, 2009, 07:54 PM
How do I download this mod? I am also interested in downloading the CBM mod but I have no clue where to download it from.
Thank you. :banana:
Burnsaber
September 5th, 2009, 01:55 AM
How do I download this mod? I am also interested in downloading the CBM mod but I have no clue where to download it from.
Thank you. :banana:
There is a link in the first post for the download, just look closely.
name thief
September 5th, 2009, 01:22 PM
I did see the link, but I do not know where to download it to.
:banana:
Burnsaber
September 5th, 2009, 05:06 PM
I did see the link, but I do not know where to download it to.
:banana:
This link should anwser your questions.
http://forum.shrapnelgames.com/showthread.php?p=693738#post693738
name thief
September 11th, 2009, 07:10 PM
When I attempt the download the file is either invalid, or corupted.
:banana:
Gandalf Parker
March 18th, 2010, 02:28 AM
I was asked to look at this internally to fix a problem. They wanted the Revelation spell deleted because it was causing problems.
Im not much of a modder but in looking at it I did notice something. In two lines of that spell a command was remarked out in a way which has been reported as causing problems.
#command
should be commented out by changing it to
--command
not by making it
--#command
since apparently the parser will still see the # and treat that as a command.
Im not sure if thats the problem. Maybe I will get around to kindof testing it abit.
Gregstrom
March 18th, 2010, 03:39 AM
IIRC, the problem may be something to do with Revelation being a ritual with Holy as its primary (and only) requirement.
Burnsaber
March 18th, 2010, 04:10 AM
IIRC, the problem may be something to do with Revelation being a ritual with Holy as its primary (and only) requirement.
Yeah, rituals that have holy as primary path will crash the game upon casting. They worked once actually (as long as you didn't monthly cast them with ctrl-M), but some of the recent patches broke them completely.
This mod has a lot of other experimental stuff that is likely to be broken or at least act in a somewhat buggy way. It could use some "cleaning up", IMHO.
Stavis_L
March 18th, 2010, 08:50 AM
The first post's download link is no longer valid, BTW, so unless someone decides to host it elsewhere (as Psientist hasn't been around the boards for a while, it seems; last activity date of 7-11-09 according to his profile) it's probably a dead mod. :(
Gandalf Parker
March 18th, 2010, 09:33 AM
Has this problem been tried in other mods?
There are two lines I would fix by removing the #
--#school 5
--#spec 276824064
They apparently caused a problem and were meant to be removed. But from comments in other threads it seems that the game might be parsing them anyway because they werent rem'd out properly
Luckmann
March 18th, 2010, 12:11 PM
The first post's download link is no longer valid, BTW, so unless someone decides to host it elsewhere (as Psientist hasn't been around the boards for a while, it seems; last activity date of 7-11-09 according to his profile) it's probably a dead mod. :(
Yeah, I just noticed. I only recently got back into Dominions 3 and wanted to try this mod. Unfortunately, the link is dead. Anyone that can re-up the latest version?
Surely someone must have it! :(
rdonj
March 18th, 2010, 01:39 PM
I have a version that claims to be 3.06. I don't recall for sure if it's the proper version or not, but I downloaded it recently. Also, I made a few changes to it as the monkey king pretender was broken for me for kailasa. I didn't play around with it enough to get it fixed though. Anyway, here is my version of the mod.
Luckmann
March 18th, 2010, 02:04 PM
3.06, you say? Amazing, seeing how the last update to the main post was supposedly 3.05.
Thanks, though. Going to take it out for a spin. :)
Edit: Suddenly, there's an edit-button for me. No idea how that got there. Anyway, a-ma-zing! A mod that for the most part actually doesn't look out-of-place (except for Aku). I like.
rdonj
March 18th, 2010, 02:38 PM
Yeah, that is pretty amazing. Maybe he just misnumbered it somewhere along the way, or forgot the update the post after making some minor update....
There's always an edit button when you post, but it only stays for 30 minutes.
Luckmann
March 18th, 2010, 04:06 PM
Yeah, that is pretty amazing. Maybe he just misnumbered it somewhere along the way, or forgot the update the post after making some minor update....
There's always an edit button when you post, but it only stays for 30 minutes.Well that certainly explains things. I'm just slow. Hrmph.
Anyway, I have a question. Somewhat unrelated, but I'm doing it in the context of this mod, so.. I want to change the Great Eyes around a bit. I'm not a fan of the whole shapeshanging deal the Earth/Water and Fire/Air eyes have going on. Removing the shapechangings shouldn't be too difficult, and changing the spellboosts since they're no longer necessary.
But no matter what, I can't seem to get the Water or Air eye(s) to show up as pretenders. Obviously this is what is originally intended, since those are meant to be shapes of the Fire and Earth eyes respectively. I am missing something really obvious here and the modding manual doesn't want to help me either.
Anyone feel like grabbing a laser pointer and showing me what I'm doing wrong? :help:
Luckmann
March 18th, 2010, 08:55 PM
Alright, I solved it.
Then I noticed that all the "eyes" appeared a bit "flat" on the top, instead of entirely round.
Then I noticed that none of them had a secondary "animation". This isn't really relevant, since they can't attack - but they can still cast spells, dammit!
So I threw a wrench in it. Then another one. Then I decided to merge it with some of my own mods. Suddenly, I've been stuck for hours doing a whole slew of minor stuff.
Since Psientist seems to have gone AWOL, I felt that there's no harm in sharing.
Read the top of the mytheology4.dm for a full disclaimer on my part.
Changes: Renamed, changed descriptions of and diversified all Great Eyes. Only The Earthen Eye (Earth) is now a natural shapeshifter (into The Aether Eye (Air). Added secondary images for all Great Eyes and made them "rounder". Added my own Ecclesiarch, Spider King, God-King and Sunwell pretenders. Changed the descriptions of Grim Reaper & Wraith King pretenders. Changed all instances of Cuthulu to Cthulhu, including the name of the pretender. Numerous small changes to most of Machaka.
Just thought I'd share. Smack me on the fingers in case there's any complaints.
9661
Ragnarok-X
April 4th, 2010, 02:00 PM
You know, a preview image somewhere in this thread would be nice indeed.
kennydicke
April 4th, 2010, 02:41 PM
I haven't used Mytheology beyond 3.05, but my bro claims that there are several monster IDs in conflict between version 3.07 of Mytheology and the Endgame Diversity mod. However, he seems reluctant to post his findings. So, I'll do it for him:
Mechanical Giant - Cytherean Priestess
Cyclops - Yggdrasil
Zmey - Gold Dragon
Snow Giant - Kong
Solar Fragment - The astral Eye
GoblinKing2112
April 5th, 2010, 02:35 AM
As my brother pointed out, there are some issues with the Mytheology III mod and the Endgame Diversity mod. As to his comment about my reluctance, I actually was checking the other summons from EDMOD to see if there were conflicts. Some of the affected summons had magic levels that might not be intended, such as the Kong from the Gather Tears spell having Water 3 when the one from Craft Snow Giant had no magic whatsoever.
MODs active when testing
CBM 1.6 v1.06
CrossPathCombatSpells v0.80
Deep Dagon v3.0
Endgame Diversity Mod v0.09
FW thugs n summons 1.00 v1.00
MA Nation: Goguryeo (Playtesting for my big bro Kenny Dicke) v0.01
Greater Gods 0.40
Worthy Heroes 1.8 v1.08
Streamers & Standards, Llama’s version v3.04
Mytheology III v3.07
Nova Deus II v1.22
Magic Site Mod v1.0
Throne of Heroes v1.01
Noticed Conflicts
Some cavalry have Shishi Claws instead of a Hoof attack; Preexisting Issue w/ EDMOD
Mechanical Giant summons a Cytherean Priestess
Awaken Cyclops summons a Yggdrasil (Pretender Chassis?)
Awaken Zmey summons a Gold Dragon (Pretender Chassis?)
Craft Snow Giant summons a Kong (Pretender Chassis)
Solar Fragment summons The Astral Eye (Pretender Chassis); from either CBM 1.6 or FW Thug
Awaken Ember Lord summons a Prodigal King (Pretender Chassis)
Wild Ettin summons a Shadowcat (Pretender Chassis)
Summon Shishis summons a Chaos Mage/Black Dragon and a Toad Demon
Summon Roc summons Another Monkey King
Awaken Aesir summons a Pantokrator
Gather Tears summons a Kong (Pretender Chassis)
Call Grendelkin summons a Menhir of Fortune
Curse of the Wendigo summons a Black Dragon
Awaken Treant summons a Menhir of Growth
Unaffected summons
Quest for the Fire Bird
Harness Rage; from either CBM 1.6 or FW Thug
Call the Eater of the Dead
Call Abomination
Elder Sign
Gregstrom
April 5th, 2010, 02:49 AM
Have you considered using pyg's mod combiner program (to be found in this forum)?
Sombre
April 5th, 2010, 08:20 AM
Yeah I think looking at the conflicts between random mods too deeply is pointless. Mods that aren't designed to work together are relatively likely to conflict. For them you just gotta combine them. If you try to get the author to move the IDs around they'll just end up conflicting with something else.
GoblinKing2112
April 6th, 2010, 04:16 AM
To Sombre: Kenny told me to post about the issues with those two mods. Mainly because he doesn't want to go through all the issues of fixing it while he's working on his own mods. Sorry for not being intelligent enough to fix it on my own.
To Gregstorm: Where exactly would I find this "pyg's mod combiner program"? My attempt at searching just brings me to your post that I'm replying to.
Edit: Never mind Gregstorm, I screwed around with Google to find it. Still, thanks for letting me know about it
Sombre
April 6th, 2010, 04:58 AM
Sorry for not being intelligent enough to fix it on my own.
wat
kennydicke
April 6th, 2010, 01:59 PM
Sorry for not being intelligent enough to fix it on my own.
wat
Now you see what I have to deal with. ;)
Anyway, my point was letting other people know that there are conflicts between the mods beforehand, not getting the author (or anyone else) to fix it.
Sombre
April 6th, 2010, 06:18 PM
I think people should assume mods conflict unless it's stated somewhere that they don't. And if that statement is older than the newest version of either mod, they should discount that too.
Because 99% of mods are not designed to work with other mods.
pyg
April 6th, 2010, 09:38 PM
I'd love to see someone pick up this mod and maintain/fix it and Antilarium (sp?). Kind of buggy, but I found them very cool and pretty. A lot of potential, great graphics.
Gregstrom
April 7th, 2010, 05:11 AM
I like both mods, and even hosted a game using them :)
There are a couple of balance issues in the mods (krakens spring to mind), but they're otherwise good fun. The Monkey King pretender is missing full functionality, which could probably be added quite easily these days.
rdonj
April 7th, 2010, 11:37 AM
Yeah, the monkey king pretender was working for me in bandar log and patala, but his staff was missing in kailasa. Still not sure why, but there is no reason that it couldn't be fixed if someone put a little time into it.
As far as balance goes I have some serious concerns about the new death pretenders :P
Gregstrom
April 7th, 2010, 02:06 PM
Oh yes - I never tried those. Also, Jack of Shaadows has ridiculous Darkpower, IIRC.
The Monkey King is supposed to summon a number of clones in combat, looking at the code. That doesn't happen either.
Sombre
April 7th, 2010, 02:23 PM
All easily fixed!
Gregstrom
April 7th, 2010, 02:40 PM
Indeed, and if I ever get non-lazy enough I'll do something about some of them. Although I've never created a spell, and I suspect getting the monkey king's clones working would take a #onebattlespell.
Sombre
April 7th, 2010, 03:32 PM
You'd be right to suspect that.
Someone who actually makes use of mytheology should update it, really.
I see it being linked to a fair bit on the forums. Gandalf has expressed interest in it quite a few times, maybe he'll update it.
Soyweiser
May 3rd, 2010, 05:43 PM
I made an update to the Mytheology 3.07r mod. I have been bold and renamed my version 3.08. A lot of pretenders now work again. And I tried to make some balance changes. (Nerfs mostly). There is still a lot wrong, and I could have done more. These are the changes so far:
- Moved some code around. Performed some cleanup.
- Renamed shuggoth to shoggoth. Which is the proper name for the Lovecraftian protoplasmic amoeba creatures.
- Improved the protection offered by the different circlets. They didn't really stack with normal armor.
Also decreased the construction costs and the path costs.
Pewter -> 8, Brass -> 13 Mithril -> 18
- Made the Psychic leech a misc item instead of a pair of boots.
- Removed redundant #clearmagic tag from the "Spider king"
- Changed Jack of Shadows darkpower to 5 (Still high, but not OMG EVERYTHING DIES high).
- Ubbo-Sathla can now spawn2 his own spawn.
- removed changes to Machaka, CBM already did this.
- swapped the monsterns on the chaos mage and the black dragon. Added pathcosts etc.
If you want a multiform pretender to show up, his monsternr must be lower than his secondform.
- swapped the monsterns on the toaoist mage and the gold dragon.
- added bloodvengeance 1 to the menhir of courage. (Per notes, removed the whole Dakini part) Increased the prot to 22. Removed the weapon.
it is kinda useless now.
- Changed the The Orb of Azathoth. It is now a new item. Igor's tome is back.
- Removed Revelation. As Holy spells are broken. (Moved them to .\mytheology\holyspells.txt)
- Changed desciption of the Diabolic Brigade. Now it is hopefully clear that you get imps.
- Nerfed the toad demon. Removed poison spikes, recuperation and reinvigoration. But I made it a normal amphibian. Which was the purpose of the monster. A beast that could enter the seas. Increased the cost to 88 blood slaves. Increased encumberance 4, supplybonus -30. As it allows the blooduser to branch out into earth. Decreased the cost as a pretender from 80 to 40. As the demon is now a bit weaker, and not a super good pretender SC.
- Changed the sprite of Ubbo-Sathla to the small version.
- Changed the sprite of Cthulhu to the small version.
- Removed Ubbo-Sathla second form (it was a bit overpowered :)). Added encumberance 4, reduced prot to 8.
- Removed the secondshape from the Ubbo spawn. Removed the acid spray from the spawn.
- Also made some unfriendly changes to Ubbo (and his spawn). #popkill 10 (1). #incunrest 10 (1). #leper 10 (1), #supplybonus -20 (-2) But added a pillage bonus 25 (5).
- Leper and popkill don't work on normal units
- Did you ever notice that the Pantokrator costs 358 points instaid of 350? This is because he/she/it had a random path. Removed now.
- The Ecclesiarch now has H3 and normal pretender domspread. (Not domspread 8 (which is as atrong as 8 prophets)). Mapmove 1 (used to be 2). (The popemobile is slow) Fear, Awe and Immortal. He is still to strong. 20 eyes is to much. I would rather see him autosummon minions in combat. Fixed his name.
- Fixed the monkey king EA weapon. Gave him Air 2 instead of air 1, air 1. He can now makemonster "another monkey king". Still doesn't summon them in combat.
- Made a list of all the different monster, armor, weapon numbers etc used. numbers.txt
- Removed immortal from the Grim Reaper. Removed gave him fear +1 (+3), removed awe 0. (D3 gives him additional fear) Way to strong otherwise. Size 6 (2)
- Menhir of Faith #spreaddom 1 (used to be 2). It now spread dom like prophet, instead of two prophets.
I also added some files to \mytheology:
changelog.txt (the above)
holyspells.txt (the removed not working spells)
numbers.txt (the used monster, weapon, etc numbers).
There is still a lot to test. And also a lot of different things to fix. But if anybody has some remarks. Post them here.
Globu
May 3rd, 2010, 06:45 PM
The style of a lot of the mod is not really to my taste for the most part, but I might take a look at it again with your update -- thanks, Soyweiser.
And just a note on the holy spells part -- I know we've discussed it elsewhere, but for the sake of reference I thought I'd note here as well that the Revelation spell does and has worked fine for me, playing on the newest version on Dom3, for a long time. For me, it's just [m]onthly casting the spell that breaks it.
Though I should note, in case it matters, that I did copy the code for the Revelation spell out of the Mytheology mod and stuck it in my house .dm file, since I don't play with the mod. It probably doesn't make a difference, but just in case.
Soyweiser
May 4th, 2010, 09:02 AM
The style of a lot of the mod is not really to my taste for the most part, but I might take a look at it again with your update -- thanks, Soyweiser.
I think a lot of the pretenders are horribly overpowered. And a few other stuff to. (And a lot just doesn't work as advertised yet.
And just a note on the holy spells part -- I know we've discussed it elsewhere, but for the sake of reference I thought I'd note here as well that the Revelation spell does and has worked fine for me, playing on the newest version on Dom3, for a long time. For me, it's just [m]onthly casting the spell that breaks it.
I thought I wasn't the only one with a broken Revelation. And I'd rather not have spells that work for only a subset of the people. So I moved them to the holyspells.txt file.
Though I should note, in case it matters, that I did copy the code for the Revelation spell out of the Mytheology mod and stuck it in my house .dm file, since I don't play with the mod. It probably doesn't make a difference, but just in case.
Yeah, still have to test that. If that works. It is a problem with Mytheology itself.
Jack_Trowell
May 4th, 2010, 09:43 AM
Revelation as writen doesn't works for me with the last patch, but I used it as a template to create my own revelation spells, one for each magic type. (and thanks for the base effect by the way :))
Revelation: cloud reading (A1H2, Thaum 2, cost 2 air gems)
Revelation: lore of the ancestrors (D1H2, Conj 3, cost 2 death gems)
Revelation: holy brazier (F1H2, Thaum 2, cost 2 fire gems)
Revelation: secrets of Gaia (N1H2, Thaum 2, cost 2 nature gems)
Revelation: reading the entrails (B1H2, Blood 2, cost 3 blood slaves)
and so on ...
Depending on which nation I play (like Gandalf, I usually play solo, playing more against the map that the AI), I copy/past the appropriate spell(s) in a mod, sometimes with a small change (like maybe reducing the holy level to 1 for some nations)
As long as holy is not the main type and it cost normal gems the spell works fine, I can even use monthly casting.
Of course the main problem is that some nations do not have any mage-priests, and the only way to then cast those spells is empowering a priest or making a prophet from a mage. :(
Soyweiser
May 4th, 2010, 10:06 AM
Thanks for the base effect by the way :)
That is the work of: Psientist.
Just press thanks on the first page of this thread ;).
Gregstrom
May 4th, 2010, 11:27 AM
I think a lot of the pretenders are horribly overpowered. And a few other stuff to. (And a lot just doesn't work as advertised yet.
Funnily enough, I think they aren't *that* OP. They make pretty good SCs in a lot of cases, which can be an issue. However, their prices balance that out in many cases. If you're using CBM at the same time, most of them don't stand out that far above the rest (exceptions apply, ofc.).
Ragnarok-X
May 4th, 2010, 12:04 PM
Without downloading it, can someone please tell me which weapon and armor # are used by this mod ?
Gandalf Parker
May 4th, 2010, 12:21 PM
Personally I love this mod, and never considered it to be an effort at balance. If anything it was rather on my list of mods going the other direction. Games with Mytheology, both heroes mods, magic sites mod, cpcs for more spells, and single age. In fact, the only one I havent found yet is a mod for adding more equipment to the game
Soyweiser
May 4th, 2010, 12:51 PM
Without downloading it, can someone please tell me which weapon and armor # are used by this mod ?
Number usage:
Armor
304 Red Feather Cap
305 Golden Chain Mail
306 Skin of Brass
307 Skin of Mithril
308 Skin of Pewter
309 Papal Mitre
Weapon
791 Scimitar
792 Edge of Darkness
794 Acidspray
795 " "
796 Tiny Bite
797 Word of Might
798 Claws
799 Bite
800 Disintegration Breath
801 Crushbite
802 Soul Scythe
803 Gold Band Staff
804 Thunderclap
805 Lightning Snake
806 Harpoon Tentacle
807 Krakensbeak
808 Siege Stone
809 Black Vortex
810 Venom of Ophiox
Monsters: (ALL)
2915 Desire
2916 Desire
2921 The Astral Eye
2922 Teratos Rex
2923 Kong
2924 Kong
2925 Kong
2926 Jack of Shadows
2928 Protoplasmic Spawn
2929 Ubbo-Sathla
2931 Assassin Spider
2932 Assassin Mother
2933 Empress of Assassins
2934 Wraith King (Mounted)
2935 Wraith King (Dismounted)
2936 Cthulhu
2937 Cthulhu
2938 Cthulhu
2939 Elder Sign
2940 The Ethereal Eye --Secondshape of the Astral Eye.
2941 Siege Catapult
2942 The Infernal Eye
2943 Siege Trebuchet
2945 "The Earthen Eye
2946 The Aether Eye -- Earth eye secondshape
2947 The Celestial Eye
2949 Father of Medicine
2950 Menhir of Death
2951 Menhir of Fortune
2952 Menhir of Growth
2953 Menhir of Courage
2954 Menhir of Peace
2955 Menhir of Faith
2957 Gold Dragon
2958 Gold Dragon
2959 Gold Dragon
2960 Taoist Master
2961 Carrion Lord
2962 Scarab
2963 Prodigal King
2964 Morpheus
2965 Black Dragon
2966 Toad Demon
2967 Pantokrator
2968 Shadowcat
2969 Cytherean Priestess
2970 Chaos Mage
2971 Thunderbird
2972 Thunderbird
2973 Thunderbird
2974 Carrion Mage
2975 Great Egg
2976 Great Egg
2977 Great Egg
2978 Small Fish
2979 Portuguese Man O' War
2980 Crab
2981 Fallen Archangel
2982 Tarrasque
2983 Shah of Djinn and Ifreet
2984 Yggdrasil
2985 Another Monkey King
2986 Monkey King
2987 Monkey King
2988 Monkey King
2989 Grim Reaper
2990 Grim Reaper
2991 Grim Reaper
2992 Grim Reaper - Speacial manifestation for summoning, not pretender
2993 Aku
2994 Aku -- dragon shape
2995 Aku -- octo shape
2996 The Ecclesiarch
2997 God-King
2998 Sunwell
2999 Spider King
Modified Monsters:
438 Kraken
639 Kraken King
Gregstrom
May 5th, 2010, 04:15 PM
Without downloading it, can someone please tell me which weapon and armor # are used by this mod ?
The Mod Compatibility Index (link in my sig) has the answers you are looking for.
Edit: Of course, you could also read the post above mine. Heh.
Soyweiser
May 6th, 2010, 10:02 AM
Without downloading it, can someone please tell me which weapon and armor # are used by this mod ?
The Mod Compatibility Index (link in my sig) has the answers you are looking for.
Edit: Of course, you could also read the post above mine. Heh.
Currently It clashes with the endgame diversity mod. Since that mod is a lot used, and pretty nice. I'm planning to move the nrs in this mod around. But first! There are some issues still to be fixed.
The carrion lord is still broken for example. And some of the pathcosts are wrong (golden dragon has different ones in different ages). Aku waterform is not working. And the list goes on.
pyg
May 8th, 2010, 11:46 PM
I really like your changes. You should spawn your own thread and take over this mod. You could even do it at that unmentionable place (http://z7.invisionfree.com/Dom3mods/index.php?showforum=1).
Soyweiser
May 9th, 2010, 09:32 AM
Pyg, You are just saying that to get the link into this thread ;).
And I'm afraid to go there. Sombre might say something nasty.
Gandalf Parker
May 9th, 2010, 10:33 AM
Well a new thread would allow you to edit the first post to make it easier for people to find the latest version as people have gotten used to here.
It also might allow a split between a version of Mytheology for balance, and one not.
Kref
May 21st, 2010, 03:40 PM
Isn't a "sea of scarabs" somewhat overpowered spell? It looks like a single pan with 2 nature gems can easily summon about 1000 scarabs (I don't know parameters of a single scarab). With this number, it's possible, for example, to block an attack of SC, it's not a small task to kill several hundrets of units in 50 turns. The spell creeping doom, also it require 3 nature, will cause the same amount of fatique, it costs 2 gems, and it makes only 70 creatures, i.e. six times less. I don't think creeping doom looks like a weak or not cost-efficient spell.
Zargen
June 5th, 2010, 03:17 AM
Where can you download the latest version?
Soyweiser
June 5th, 2010, 01:16 PM
Previous page is the last one that somewhat works. http://forum.shrapnelgames.com/showpost.php?p=743749&postcount=73 There. But this is a slightly different version than the one created by Psientist, some small updates have been done in the interest of game balance. And all the holy spells have been removed. See that post for the details.
I haven't forgot this mod. I'm currently working on it. I already fixed a few other bugs (including a few that have been around for years). And moved some of the monsternrs around, to make it compatible with endgame diversity and CBM 1.6.
When I release that version I'll start a new topic.
Soyweiser
June 13th, 2010, 04:58 PM
When I release that version I'll start a new topic.
Get my version here: http://forum.shrapnelgames.com/showthread.php?t=45787
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