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-   -   Mod: Mytheology Pretenders 3 (http://forum.shrapnelgames.com/showthread.php?t=40168)

Psientist August 12th, 2008 04:46 PM

Mytheology Pretenders 3
3/14/09 - A new Mytheology update with new units and spells, and the usual rebalancing tweaks!

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

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

Re: Mytheology Pretenders 3
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

Re: Mytheology Pretenders 3
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/showt...ght=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

Re: Mytheology Pretenders 3
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

Re: Mytheology Pretenders 3
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

Re: Mytheology Pretenders 3
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

Re: Mytheology Pretenders 3
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

Re: Mytheology Pretenders 3
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

Re: Mytheology Pretenders 3
Myth + Theology = Mytheology

HoneyBadger August 12th, 2008 05:54 PM

Re: Mytheology Pretenders 3
I always thought it was My + Theology :)

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