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-   -   Mod: MA -Myconos- Last of the Fungi (http://forum.shrapnelgames.com/showthread.php?t=47618)

GFSnl July 24th, 2011 08:18 AM

3 Attachment(s)
Myconos, land of the Fungi is being attacked from within. Virulent parasites have infected large parts of this once vibrant kingdom.

http://dl.dropbox.com/u/56917571/Myconos.gif

Version 3.30

http://dl.dropbox.com/u/56917571/MortarPod_11.pnghttp://dl.dropbox.com/u/56917571/MortarPod_12.png

Mortar Pod is a new recruit-able archer unit that rains down poison on enemies ranks.

- New unit: Mortar Pod
- Spores are mindless now.
- Fixed some spelling errors

Version 3.20. Mod Compatible version.

- Stag Centaur now D2N2 as meant to be.
- Hell Hound no items
- Anemone Myconid's land shape never heals. Now it really has to go back into the water after 1 month.
- Fixed name of Voland & Duke with no name type.
- Fixed wolf stats. Wolf no longer uses copy stats.

Myconos Version 3.0

Yeah, I know, another update. Phew... not again.

There was just to much potential for various semi-cheats with the free spawn to be a serious MP nation. Besides with the unrest dominion the only viable strategy was to go for free spawn and blood hunt for more free spawn (Blood Fungus).
I hope the nation can be played with more than one strategy now, although I think some prices still needs some tweaks. Enjoy!

- Removed unrest incurring dominion
- Free spawn reduced by 40%
- Former Palace guard, now City Guard, recruit anywhere. Hurray :).
- Changes magic on Elder Counsel Mage from 2AWEN to 2 times 1AWEN
- Tweaked some prices
- PD above 20 only 8 Granite warriors for 10 points
- Set castles types
- Laboratories and Temples normal prices
- Summon Blood Fungus 80 -> 60 slaves

Myconos Version 2.1

- Starfish fungi no longer immobile. So a Starfish commander with a flying carpet is an idea.
- Fungi Polyp second shape fixed.
- Polyps have a little upkeep now. But only half of other freespawn.
- Removed Glamour from large Chrysalis. Survival rate was to large with glamour.

Myconos Version 2.0

Total revamp. Lots and lots of new content and changes.
Myconos is a lot more difficult to play but more rewarding (I think).
The Auto summons from the three major mushroom mages probably needs balancing.


- Dominion causes unrest. ***Major Change***
- No more Astral from the beginning.

- New Pretender: Myconid Queen
- New Unit: Giant Tick
- New Unit: Blood Beast
- New Unit: Celestial Bandar
- New Unit: Hell Hound
- New Unit: Hell Spawn
- New Unit: Infected Elephant
- New Unit: Infected Tiger
- New Unit: Infected Moose
- New Unit: Infected Markata
- New Unit: Infected Winged Monkey
- New Unit: Infected Spider
- New Unit: Infected Wolf
- New Unit: Infected Harpy
- New Unit: Infected Imp
- New Unit: Infected Demon Jester
- New Unit: Infected Spine Devil
- New Unit: Infected Devil

- auto summon on 2nd stage Mushroom mages. Air,Nature and Blood Fungus. ***Major Change***
Fly Amanita: Infects (summon) various forest creatures
Enokitake: Infects various plains/other creatures
Blood Fungus: Infects various demons
Water Fungus: Summons sacred baby Fungi.
- Possession now 2N instead of 1S
- Lots of minor tweaks.

Faq.

Q: This domain causes unrest thingy costs a *LOT* of money. How could you?
Answer:
It has been empirically proven parasites increase unrest.
I released some flesh eating parasites at work and almost no money was being made.
These weren't even the mind snatching kind.
Revised Answer:
It appears only one in three employees survive the parasites. But since they gain zombie like capabilities they can work 24 hours a day instead of 8. The net result is equal so no more reduced income :).

Q: Where's my Astral. I need Astral. I'm entitled to it dammit!
A: You can't handle Astral, Sonny boy.
If you really want it you'll have to earn it.
Celestial Bandars and Mold Demons have Astral.

Q: I can play with the Queen Myconid. Where's the King?
A: The King is busy rescuing various Fungus settlement.
And it sets the stage for a late age Myconid nation let by the King against the infected Queen.

Q: Why would I take the Queen pretender anyway.
A: She's actually and immortal pretender.
On death she'll re-emerge as another unit in the capital.
She can also be used to cast Possession without killing her. She will shape into another form.

Q: What am I doing here, and what's the meaning of life.
A: Ehh... ?


To do:

- Numerous spelling errors
- Sharper banner

- *** Balancing ***

- I'd like to ask the community to help me with the balancing and other ideas.
- While you can only recruit 3 base, non-capital units you will want to wait till they're fully infected. Then let them die but keep the parasite alive. It'll form a pupa and transform into the next stage of it's life cycle.
- Hero's and large creatures often automatically commune or cast battle field spells.

Have fun!!

A higher resolution image of 'Myconos Parasitic Evolution Chart' is found here:

http://www.mediafire.com/?3ly07fixw7y3zxv

Gandalf Parker July 24th, 2011 08:29 AM

Re: MA -Myconos- Last of the Fungi
 
Looks great. Thanks for that.
Are you making use of darkness and darkness spells?

GFSnl July 24th, 2011 08:32 AM

Re: MA -Myconos- Last of the Fungi
 
Tnx,

hadn't though about that. That would be a nice addition to PD 20+ like agartha.

Foodstamp July 24th, 2011 01:07 PM

Re: MA -Myconos- Last of the Fungi
 
Very coole :)

GFSnl July 26th, 2011 11:23 AM

Re: MA -Myconos- Last of the Fungi
 
Version 0.9

Substantial improvements!

Adept July 26th, 2011 02:08 PM

Re: MA -Myconos- Last of the Fungi
 
Wow, nice graphics and a cool idea. I'll definitely look into this :)

tratorix July 26th, 2011 04:22 PM

Re: MA -Myconos- Last of the Fungi
 
Sacreds don't seem to receive the protection bonus from a high earth bless. Not sure why that is, they seem to receive any other bonus fine.

GFSnl July 26th, 2011 04:24 PM

Re: MA -Myconos- Last of the Fungi
 
Only units with armor gain protection. Thus the Royal Palace Guards do but the Granite Myconid warriors don't.

tratorix July 26th, 2011 04:28 PM

Re: MA -Myconos- Last of the Fungi
 
Dang, 25 prot would have made for a sweet expansion force. Guess I can't have everything though.

GFSnl July 30th, 2011 08:50 PM

Re: MA -Myconos- Last of the Fungi
 
New version v0.99

v0.99

- Fixed some spelling errors
- New Unit: Mold Demon
- New Unit: Great infected hawk
- New Unit: Blood Fungi
- New Unit: Starfish Fungi
- New spell: Infected Winds
- New spell: Blood Stained Lands

Check it out!

I'm particularly interested in your opinions about the national spell Blood Stained Lands. Over/Under powered? Boring/fun?

BlanketThief July 30th, 2011 09:24 PM

Re: MA -Myconos- Last of the Fungi
 
Because of the starting ages of the royal palace units, their chain of secondshape units all have old age.

Infected Winds looks like it's bugged potentially, especially the 2 commanders bit. The scaling could use a fair bit of improvement as well (Unless you're aiming for a static number)

GFSnl July 30th, 2011 09:38 PM

Re: MA -Myconos- Last of the Fungi
 
Tnx for taking the time to look and evaluate my mod :).

I know about the old age problem. I made the granite warriors young for that reason. But thematically I did want to have the guards old. It's not like you'll get a lot of 2nd shapes from them as they are really expensive and capital only.

About the Blood Stained Land spell. I don't know a good solution to the multiple commander problem. I searched the forums for info but it seems that if you use far summoning 10037 you'll always end up with an extra commander. Their might be a solution by suicide-ing one of the commanders after summoning units in battle. But I don't think it's possible to summon permanent units as battle summons. <- if anybody knows I would by very happy :happy:.

I can change the scaling of the spell though. Did you think there are to many or to few units that you get for the price? Or that you should get more units for every level above casting requirements?

GFSnl August 1st, 2011 08:37 PM

Re: MA -Myconos- Last of the Fungi
 
Whoohoo finished with content. Now only balancing. Who's taking up the gauntlet and tries it in Multi Player.

v1.00

- Fixed more spelling errors
- New unit: Anemone Fungi
- New unit: Polyp fungi
- 5 new Hero's
- Changed underwater fungi for sacred freespawn.
- numerous tweaks

GFSnl August 13th, 2011 08:30 PM

Re: MA -Myconos- Last of the Fungi
 
Myconos Version 2.0

Total revamp. Lots and lots of new content and changes.
Myconos is a lot more difficult to play but more rewarding (I think).
The Auto summons from the three major mushroom mages probably needs balancing.


- Dominion causes unrest. ***Major Change***
- No more Astral from the beginning.

- New Pretender: Myconid Queen
- New Unit: Giant Tick
- New Unit: Blood Beast
- New Unit: Celestial Bandar
- New Unit: Hell Hound
- New Unit: Hell Spawn
- New Unit: Infected Elephant
- New Unit: Infected Tiger
- New Unit: Infected Moose
- New Unit: Infected Markata
- New Unit: Infected Winged Monkey
- New Unit: Infecetd Spider
- New Unit: Infected Wolf
- New Unit: Infected Harpy
- New Unit: Infected Imp
- New Unit: Infected Demon Jester
- New Unit: Infected Spine Devil
- New Unit: Infected Devil

- auto summon on 2nd stage Mushroom mages. Air,Nature and Blood Fungus. ***Major Change***
Fly Amanita: Infects (summon) various forest creatures
Enokitake: Infects various plains/other creatures
Blood Fungus: Infects various demons
Water Fungus: Summons sacred baby Fungi.
- Possession now 2N instead of 1S
- Lots of minor tweaks.

Faq.

Q: This domain causes unrest thingy costs a *LOT* of money. How could you?
A: It has been empirically proven parasites increase unrest.
I released some flesh eating parasites at work and almost no money was being made.
These weren't even the mind snatching kind.

Q: Where's my Astral. I need Astral. I'm entitled to it dammit!
A: You can't handle Astral, Sonny boy.
If you really want it you'll have to earn it.
Celestial Bandars and Mold Demons have Astral.

Q: I can play with the Queen Myconid. Where's the King?
A: The King is busy rescuing various Fungus settlement.
And it sets the stage for a late age Myconid nation let by the King against the infected Queen.

Q: Why would I take the Queen pretender anyway.
A: She's actually and immortal pretender.
On death she'll re-emerge as another unit in the capital.
She can also be used to cast Possession without killing her. She will shape into another form.

Q: What am I doing here, and what's the meaning of life.
A: Ehh... ?

Juzza August 27th, 2011 06:01 AM

Re: MA -Myconos- Last of the Fungi
 
I noticed the Polyp fungi when killed leave a permanent unit that has no name and has the appearance of a gladiator I think, needless to say I think it is a bug.

I also have to say that I really like this mod and that I'd love to see more additions to it, Cave and Wasteland specific Fungi. And of course a Early and Late age.

Also I think it would be cool to have some sort of basic Myconid Soldier, the soldier itself doesn't have to be particularly good, on par or worse then the Myconid Commander, I believe it would add a little more variety to buildable armies.

It certainly has promise and has earned a place in my permanently active mods list.

GFSnl September 1st, 2011 01:12 PM

Re: MA -Myconos- Last of the Fungi
 
Tnx,

the gladiator thing is a bad id number. I'll fix it in the next version, probably somewhere next week.

I agree the lineup from purchasable units is a little bit meager. I was thinking of adding some sort of ranged mushroom with some kind of poison arrows. Ideas welcome.

There will be one more fungi in the next iteration. The Bombardier Fungus as a mountain specific summon. I'm planning to also make a waste- and swampland specific summon in the future.

jimbojones1971 September 3rd, 2011 01:37 AM

Re: MA -Myconos- Last of the Fungi
 
This mod looks very cool.

I'm planning to set up another MA game in the next week or so (having been bless-rushed into early oblivion in one of my games), so I'll give this a spin at the same time - I'll PM you when the game starts, and let you know how I go.

GFSnl September 3rd, 2011 06:45 AM

Re: MA -Myconos- Last of the Fungi
 
Great,

I'll make sure and update is posted shortly with all the latest tweaks and bug fixes.

jimbojones1971 September 5th, 2011 05:59 AM

Re: MA -Myconos- Last of the Fungi
 
Let me know when you are good to roll and I'll set up an MP game so I can kick the tyres. :-)

From looking at dom3minions, I think you are making it compatible with other mods (the big mod compatibility project thingo). Is that right? I'd like to use CBM 1.84 in the game for sure, and possible lesser holy war too.

GFSnl September 5th, 2011 06:17 AM

Re: MA -Myconos- Last of the Fungi
 
Made a small update.

Version 2.1

- Starfish fungi no longer immobile. So a Starfish commander with a flying carpet is an idea.
- Fungi Polyp second shape fixed.
- Polyps have a little upkeep now. But only half of other freespawn.
- Removed Glamour from large Chrysalis. Survival rate was to large with glamour.

It should work with CBM 1.84 and I see no reason it shouldn't work with Holy wars. The only problem might be with running it with other mod nations with the same ID usage. But this will be easily fixable.

jimbojones1971 September 5th, 2011 07:49 AM

Re: MA -Myconos- Last of the Fungi
 
Hrmmm, I appear to be doing something wrong.

I've unzipped the files and put them in the mods folder. I've turned on the mod (which appears to have worked). But I am unable to find the nation to play in the MA list? (Or in any other list, just to be clear.)

I've just given Pictland a try doing the same things, and it showed up, so I'm a tad confuse. Any help would be much appreciated! :-)

GFSnl September 5th, 2011 08:16 AM

Re: MA -Myconos- Last of the Fungi
 
Ok,

it's fixed now.
I have no idea what just happened. The .dm file was just empty :confused:.

jimbojones1971 September 5th, 2011 09:35 AM

Re: MA -Myconos- Last of the Fungi
 
Excellent, thanks for fixing it. I'll take it for a spin tomorrow :-)

jimbojones1971 September 6th, 2011 08:07 AM

Re: MA -Myconos- Last of the Fungi
 
I've just started playing around with the mod. I really like it so far. Its got a fantastic amount of flavour (I can't help but feel sorry for the poor Voland and Duke). But the best bit is that I can have a cow as a hero :-)

jimbojones1971 September 9th, 2011 01:53 AM

Re: MA -Myconos- Last of the Fungi
 
So I've kicked off an MP game to test this mod:

Malicious Mushrooms

I'll be interested to see how it stacks up.

GFSnl September 14th, 2011 09:00 AM

Re: MA -Myconos- Last of the Fungi
 
Myconos Version 3.0

Yeah, I know, another update. Phew... not again.

There was just to much potential for various semi-cheats with the free spawn to be a serious MP nation. Besides with the unrest dominion the only viable strategy was to go for free spawn and blood hunt for more free spawn (Blood Fungus).
I hope the nation can be played with more than one strategy now, although I think some prices still needs some tweaks. Enjoy!

--- Removed unrest incurring dominion
--- Free spawn reduced by 40%
--- Former Palace guard, now City Guard, recruit anywhere. Hurray .
--- Changes magic on Elder Counsel Mage from 2AWEN to 2 times 1AWEN
--- Tweaked some prices
--- PD above 20 only 8 Granite warriors for 10 points
--- Set castles types
--- Laboratories and Temples normal prices
--- Summon Blood Fungus 80 -> 60 slaves

jimbojones1971 September 16th, 2011 08:55 AM

Re: MA -Myconos- Last of the Fungi
 
A quick suggestion/request, GFSnl: can you please add in the version number to the modname tag, as this makes it easier to make sure I have the right version of the mod. (e.g. '#modname "Myconos 3.00"')

GFSnl September 17th, 2011 07:08 AM

Re: MA -Myconos- Last of the Fungi
 
Ok, will do. In the next iterations.

That Guy October 24th, 2011 04:48 AM

Re: MA -Myconos- Last of the Fungi
 
This is *really* cool. I'm still experimenting with it and haven't gotten a chance to try it in MP yet, so I can't comment on the balance, but I'm in love with the concept, flavor, and execution.

Any chance for a chart, though, showing what evolves into what? I'm kind of at a loss how to get some things.

GFSnl October 24th, 2011 09:59 AM

Re: MA -Myconos- Last of the Fungi
 
1 Attachment(s)
Had nothing to do today so as requested a chard of Myconos Life cycle.

Deathblob October 24th, 2011 10:12 AM

Re: MA -Myconos- Last of the Fungi
 
Quote:

Originally Posted by GFSnl (Post 786746)
Had nothing to do today so as requested a chard of Myconos Life cycle.

This is my new desktop background. Awesome!

GFSnl October 24th, 2011 05:19 PM

Re: MA -Myconos- Last of the Fungi
 
1 Attachment(s)
Added hidden magic paths to the various units. When you use the spell Possession on those units and make them commanders you can use the magic.

Also all the final stage units auto cast Communion master at the start of the battle.
The Myconid Commander (not shown on chart) and the three different Fungi mages (the top three mushrooms ) all auto cast communion slave at the start of battle. This is the true power of Myconos! Giant communions!

Sajuuk October 25th, 2011 10:17 PM

Re: MA -Myconos- Last of the Fungi
 
Amazing work! Thanks GFSnl, this might be the best new nation mod I've ever played~

But I also noticed a bug, that the infected version of wolf has replace the old one, thus all the wolf in the game, at least replaced their sprites, since other nation won't get parasite from them. And when I tried a test wish of the rest infected animals, it seems the tiny y"spider" has been replaced by infected hunter spider. This may or may not be a problem in the game process, but I guess it won't take much effort to fix :D

And some balance issue, the fungus are already really powerful on magic paths, the cap only mage can be W3, A3 or N3, while the three second phase fungi mages can be even A4, N4 or W4, not to mention it's an amphibian nation with underwater mages,and a nation with countless free spawns. Wouldn't it be a little op by give all of them auto communion?

rdonj October 26th, 2011 03:23 AM

Re: MA -Myconos- Last of the Fungi
 
Myconos looks to be pretty crap in the water really, boars are awful units and really won't stand up to the natives. And auto-communion is somewhat lessened in potency by having to rely mainly on cap only mages to command the communions. They do seem like a fairly powerful nation though.

As far as the freespawn goes, it's not actually free because you still have to pay upkeep, and it comes fairly slowly. I don't think that the freespawn is likely to be a big problem, but it is the most convenient way to get your evolved creatures certainly. And seals the deal for what mages do the research.

GFSnl October 26th, 2011 07:14 AM

Re: MA -Myconos- Last of the Fungi
 
Thanks for all the kind word y'all. Keeps one motivated :).

The wolf units are really strange. I used #copystat to copy the statistics of the normal wolves but apparently it also copies some unknown flag that is used to define the sprite of the unit. That this is also happening with some spiders is new to me. Anyway it will be fixed in the next version as I replace the #copystat with actual statistic.

Thematically I do want to have an auto communion. Somewhere in the mod I tell how the Myconids were the ones who taught the Pythiums Theurg how to communion.
Now the Mycelial grid is compromised by the parasites and the higher forms use this to their benefit like the higher form Mushrooms once did. This might make them OP in the late game, maybe.
Currently one game is being played with Myconos and I'll await feedback to see how they fare. http://z7.invisionfree.com/Dom3mods/...?showtopic=543

That said, I do want to change magic levels somewhat to have a random component in them. And nifty ideas are always welcome.

Sajuuk October 26th, 2011 08:55 AM

Re: MA -Myconos- Last of the Fungi
 
On a second thought, auto communion is really a cool idea, but could be a backdraw when most communions are used reversely, and preset the role of master and slave could be annoying sometimes, maybe could use some N based or H based national spell instead? 1 turn& 1 command vs a more flexible communion system, hard to say which is better, or which is OP....


And perhaps the second phase of magic mushroom should reduce 1 pick of magical path, otherwise a nation with W4,A4 AND N4 looks a little......luxury?

After some more tests, seems myconids are not really OP, especially in early games

Free spawns are not as that good as I anticipated, provide little help if in trouble, although it does solidify your victory if already dominant.

Underwater mushrooms seems can only be used when no UW nation in game, or at least not around, polyp and poor mr infected animals can hardly against elite troops and mages, and berserking parasite can hardly keep alive if you keep losing battles....


btw, notice that myconids are a H3 nation with blood sacrifice, but i'm yet to exploit it

Sajuuk October 26th, 2011 11:07 PM

Re: MA -Myconos- Last of the Fungi
 
3 more questions:
1,Is the path for second phase of parasite necessary? And seems stag beetles are way more powerful than other morphs.

2. the stag centaur have only D2, not N2D2 in the evolution chart

3. the hell hound have full equipment slot like shoes and arms, should it be like other phase 2 morphs?

GFSnl October 27th, 2011 05:20 AM

Re: MA -Myconos- Last of the Fungi
 
Wow,

Great bug hunting.

1- I thought the paths on the second shapes were a nice touch. You probably won't use them except for the Giant Tick's one if you want to start blood hunting. Stag Beetles do seem a bit strong maybe I'll nerf them somewhat.

2- Yep, bug. Fixed in next version.

3- Correct, bug. Fixed

rdonj October 27th, 2011 01:37 PM

Re: MA -Myconos- Last of the Fungi
 
I'd use the stag beetles too. Cheap, effective earth magic isn't that easy for myconos without them, and they're the best bet for gnome lore spamming. The ticks are by far the best though. Anything with fire or blood is definitely worth possessing.

GFSnl October 27th, 2011 01:58 PM

Re: MA -Myconos- Last of the Fungi
 
Yeah, that's true.

Originally the Beetles were supposed to have 2N. Every 3rd form has the magic of the second form plus a different path.
But with the Beetle I made a mistake and it now has 2E instead of 2N.
I think I might leave it this way.

jimbojones1971 November 8th, 2011 11:43 PM

Re: MA -Myconos- Last of the Fungi
 
Is there any reason why I couldn't also use Gift of Reason on these guys to achieve the same effect, if I wanted to?

I seem to be having some trouble getting the auto-communion to work. Probably because I am a monkey, but such is life. Any advice gratefully received :-)

I am really liking the nation. I'll tell you more about how they are going in Mushrooms later, but I am very impressed. They have a lot of nuances that I am only just starting to appreciate properly.

Quote:

Originally Posted by GFSnl (Post 786779)
Added hidden magic paths to the various units. When you use the spell Possession on those units and make them commanders you can use the magic.

Also all the final stage units auto cast Communion master at the start of the battle.
The Myconid Commander (not shown on chart) and the three different Fungi mages (the top three mushrooms ) all auto cast communion slave at the start of battle. This is the true power of Myconos! Giant communions!


GFSnl November 9th, 2011 02:25 PM

Re: MA -Myconos- Last of the Fungi
 
You can use Gift of Reason as often as you like. It doesn't kill a mage, as possession does, but is much more expensive gem wise.

I'll give a few examples of good communions with Myconos. The sequence of action is from up to down like in the game. The magics of the units are given in letters. In this example I give the Fly Amanita 2 Air and 2 Nature magic. The Myconid Commander Nature and two Holy and the City Guard Earth and Holy.

(1) One Myconid commander NHH
(2) One City Guard EH
(3) One Fly Amanita AANN

The Myconid commander(1) and the Fly Amanita(3) are always slaves. The Guard(2) is always a Master.

Turn 1
- 1 casts blessing (if you have a bless)
- 2 is EEHH now because of 2 communion slaves and casts summon Earth Power. All the slaves also get the benefit of Earth power and thus +4 reivigoration.
- 3 can't move or cast because a master has already cast a spell but can shoot with it's poison attack (short range) or with a bow (forged).

Turn 2
- 1 Cast vine arrow or something
- 2 Casts Stone skin. And all three get the benefit.
- 3 Nothing or bow.

Turn 3 and beyond
- 1 Cast vine arrow
- 2 Attacks
- 3 can cast now as no master has cast before. Lightning bold for example.

You now have 2 casters casting spells and 1 City Guard attacking. All with protection 20 and reinvigoration.

This is the smallest communion possible. This example is with a City Guard with E magic but if he had A, mistform would be possible. Or W for quickness.

GFSnl November 9th, 2011 02:43 PM

Re: MA -Myconos- Last of the Fungi
 
Now a larger example. Here I take 8 slaves who with reverse communion should become monsters. It will also work with any number of slaves equal or larger than 4 though.
I don't know if this one is viable or not but it is great fun at least. The magic paths of the masters before and after communion are shown. The Myconid commanders automatically cast communion slave before battle and the three others automatically cast communion master. So communiing up like with Astral or Blood is not necessary.

Eight Myconid commanders. (Slaves)
(1) One Wyvern 2A2F -> 5A5F
(2) One Stag Centaur 2D2N -> 5D5N
(3) One Blood Beast with 2 bloodslaves. 2N2B -> 5N5B

Of the 8 Myconid commanders before any masters cast stuff like blessing and other small spells.

Turn 1
(1) mistform
(2) Soul Vortex
(3) Blood vengeance

Turn 2
(1) Phoenix Pyre
(2) Personal regeneration
(3) Reinvigoration

Turn 3
All slaves attack. If the master continue to cast stuff, the slaves after the masters will be unable to move. If your slaves all move before the masters this is not a problem of course. You have to consider this when you make your army. There is no way to change the order of the units. And the order on the battlefield is the same as on the deploy army screen.

You now have 8 Mistformed, Soul Vortexed, Blood Vengeanced, Phoenix Pyred, Regenerating, Blessed, fatigue free Myconid commanders on the attack :). Add in a city guard with E or W and they are Stone Skinned or Quickened too. Or Fire shielded or .....

Of course 3 casters with two paths of level 5 magic can also cast some major nasty spells themselves.

Korwin November 9th, 2011 06:25 PM

Re: MA -Myconos- Last of the Fungi
 
Quote:

Originally Posted by GFSnl (Post 788283)
- 3 can't move or cast because a master has already cast a spell but can shoot with it's poison attack (short range) or with a bow (forged).

Small corrections, Slaves wont do anything if the Master has allready casted a spell this round.
And since the magic phase is before moving or attacking only Slaves who are before the Master in the turn order and want to cast something can do anything.

GFSnl November 9th, 2011 06:37 PM

Re: MA -Myconos- Last of the Fungi
 
Yeah you're right.

They can't attack if a master has cast a spell because that happens in the phase before movement.
I though they could still fire a bow though.

But I think that's a waste of gems anyway, so I never actually tried that :).

GFSnl November 19th, 2011 08:27 AM

Re: MA -Myconos- Last of the Fungi
 
Updated to version 3.20

Mod compatible version.

- Stag Centaur now D2N2 as meant to be.
- Hell Hound no items
- Anemone Myconid's land shape never heals. Now it really has to go back into the water after 1 month.
- Fixed name of Voland & Duke with no name type.
- Fixed wolf stats. Wolf no longer uses copy stats.

GFSnl May 21st, 2012 04:43 PM

Re: MA -Myconos- Last of the Fungi
 
1 Attachment(s)
Version 3.30.

http://dl.dropbox.com/u/56917571/MortarPod_11.pnghttp://dl.dropbox.com/u/56917571/MortarPod_12.png

Mortar Pod is a new recruit-able archer unit that rains down poison on enemies ranks.

- New unit: Mortar Pod
- Spores are mindless now.
- Fixed some spelling errors

militarist September 29th, 2012 08:32 AM

On z7.invisionfree the version is not updated yet.
The fact that the Queen you selecting when choosing pretender and in game its not shown that she is immortal is quite confusing. Btw, I don't know mechanics, but how does recuperation works as an additional skill on an immortal pretender(which recuperate automatically because of immortality as far as I remember)?

militarist September 29th, 2012 09:05 AM

Re: MA -Myconos- Last of the Fungi
 
On z7.invisionfree the version is not updated yet.
The fact that the Queen you selecting when choosing pretender and in game its not shown that she is immortal is quite confusing. Btw, I don't know mechanics, but how does recuperation works as an additional skill on an immortal pretender(which recuperate automatically because of immortality as far as I remember)?

Is there any place, where full mechanics is written (how many months incubations periods,does fighting with them (giant tiocks for example) speedup incubation? why some ticks turn into blood eggs fast while other don't? Is there probability involved) ?
The mod is incredibly fun but a bit confusing. Maybe there is a sens to do something like readmy file with full explanation?
Most of important information can be found in threads, but still I have a feeling that didn't explore all the things.

Korwin September 29th, 2012 10:16 AM

Re: MA -Myconos- Last of the Fungi
 
Oh it is on 7z.
Recuperation is (I think) needed on the Queen, because only the secondshape has immortality. (on this note dont send the Queen into the water)

When an infected Myconos Unit dies it gets the parasit second shape. And this one mutates into the next tier unit.
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