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  #11  
Old March 2nd, 2007, 08:37 AM
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Default Re: New Mod: Insectoids

Open the Insectoid.dm file with notepad as Sombre suggested.



#newmonster 2525
#name "Primordia Regina"
#descr "Oldest living Nest queen, she is the epicenter of the Insectoid superorganism. While other species may view her as a god, the Insectoids don't possess religious philosophies. Their devotion to their Prime Queen is unquestioning and is akin to religious devotion of other races."
#spr1 "./Insect/Regina1.tga"
#spr2 "./Insect/Regina1a.tga"
#ap 2
#mapmove 0
#hp 17
#prot 11
#size 5
#str 14
#enc 1
#att 10
#def 5
#prec 7
#mr 10
#mor 14
#weapon 750
#weapon 750
#gcost 70
#rcost 0
#maxage 500
#pathcost 40
#restrictedgod 77
#startdom 3
#magicskill 8 1
#magicskill 7 1
#magicskill 6 1
#magicskill 3 1
#immobile
#domsummon 2500
#domsummon2 2501
#domsummon20 2502
#female
#holy
#blind
#forestsurvival
#swampsurvival
#heal
#superiorleader
#itemslots 12550
#nametype 117
#end



Remove the parts that are shown in bold here.
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  #12  
Old March 2nd, 2007, 10:36 AM
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Default Re: New Mod: Insectoids

Version 0.05

Added "Scarab" and it's spell.
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  #13  
Old March 2nd, 2007, 01:47 PM

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Default Re: New Mod: Insectoids

Did suggested changes, still same problem.

edit: ok, after making the suggested changes, the third time i created a game it worked and is still working. I have one question though: are the spawns from creatures dom dependant?
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  #14  
Old March 2nd, 2007, 08:26 PM

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Default Re: New Mod: Insectoids

Very nice mod. I like all the summons but i feel the swarms/swarm mother may be a bit strong. While not very damaging a 1 slave creature with 6 attacks at attack level 13(with each attack reducing the enemies defence by 2 iirc) and some fear seems pretty evil
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  #15  
Old March 2nd, 2007, 11:45 PM
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Default Re: New Mod: Insectoids

The spawns from Queen and Hive Queen are dominion dependent.
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  #16  
Old March 3rd, 2007, 06:35 AM
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Default Re: New Mod: Insectoids

Version 0.06

-Second defense commander changed to Queen (didn't make sense that insects would retreat from their nest)
-Removed Drone's castledef bonus.
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  #17  
Old March 3rd, 2007, 03:54 PM
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Default Re: New Mod: Insectoids

Excellent work as always.

Some thoughts on the balance - when setting a province defense, the drones seem particularly tough compared to militia. Maybe consider setting some "susceptibles", or other balancing? In my test play, setting a province's defense to 20 pretty much took care of any AI attack thus far, particularly as it often provided a Female commander.

Also - maybe a flying SC pretender option? Just a thought.

I like this mod as a thematic break from most of the fantasy-based mods and nations.
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  #18  
Old March 3rd, 2007, 05:36 PM
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Default Re: New Mod: Insectoids

I've lost provinces with the defense of 40, but the drone/soldier/male 20/15/5 setup possibly is too strong. I'll play with the numbers and try to balance it better. This mod is by far my most balanced mod.
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  #19  
Old March 4th, 2007, 08:23 AM
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Default Re: New Mod: Insectoids

Try this version: 1-15, 2-10, 2b-5. That way you will get only drones until defense hits 20.
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  #20  
Old March 5th, 2007, 07:11 AM
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Default Re: New Mod: Insectoids

Version 0.08

-Added Nectids (Underwater Insectoids, so you will have to capture an underwater province first to produce them. The Nectid queen is amphibian so she can live on land. She can also move);
-Other fixes and changes (ex. Hive queen and female inventory fixed).
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