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-   -   Mod: Mushroom Kingdom(Version 1.01) (http://forum.shrapnelgames.com/showthread.php?t=32383)

UninspiredName December 17th, 2006 12:38 AM

Mushroom Kingdom(Version 1.01)
 
1 Attachment(s)
To go with the previously uploaded Mario pretender, I present a new MA nation: The Mushroom Kingdom! (It was a request. I do have an idea or two for serious ones, but this was a good warm-up at any rate.)

Other features of this mod include...

-12(!) new recruitable units, including my personal favorite, the Pirahna Platform.
-Three national heroes
-7 recruitable commanders
-'Italian Plumber' national pretender comes packaged in
-6 national summons (Three of which are combat summons, but they are different units from the rituals.)

Any critique or suggestion is encouraged, if anybody actually downloads this.

Ighalli December 17th, 2006 04:22 AM

Re: Mod: Mushroom Kingdom
 
This is an entertaining mod! I got a few chuckles out of it.

Here are a couple strange things in no special order:
1. The priests are powerful (H3), not weak (H1).
2. The bone piles still fight. They should have #immoble (I think off the top of my head...)
3. The yoshi knights don't seem to have a tounge attack.
4. Awesome mario pretender! I managed to get mine killed, but he's still cool.

The units all seem really powerful, but I don't think you were going for really close balance to what is already out there. Good work! Thanks for releasing this!

HoneyBadger December 17th, 2006 07:04 AM

Re: Mod: Mushroom Kingdom
 
yes, but do they glow in the dark?

Uh-Nu-Buh December 17th, 2006 10:03 AM

Re: Mod: Mushroom Kingdom
 
Fun Mod! I can't wait to see your serious ones.

UninspiredName December 17th, 2006 12:55 PM

Re: Mod: Mushroom Kingdom
 
Quote:

Ighalli said:
1. The priests are powerful (H3), not weak (H1).

I actually wrote up the nation description before I decided on that and prayed it would be accurate. Thanks for catching that. http://forum.shrapnelgames.com/images/smilies/happy.gif

2. The bone piles still fight. They should have #immoble (I think off the top of my head...)

I didn't give them any attacks... Do they automatically get 'fist'?

3. The yoshi knights don't seem to have a tounge attack.

And I was actually keeping balance in mind, but I had trouble comparing them to other units. If nothing else, most of the units' Protection suck.

Thanks for the feedback, all. I'll definitely keep it in consideration.

EDIT: I did a brief update. Protection for Koopas decreased accross the board, (I don't even know how it got that high) and rcosts decreased for a few units where it would make sense.

Shovah32 December 17th, 2006 03:42 PM

Re: Mod: Mushroom Kingdom
 
Theres a problem with bonzai bill. My mages wouldnt cast it and when i finally got one to summon him(e11 cyclops with 30 gems equipped) it said he cast it but in the same turn(straight after) he cast weapons of sharpness and no bill appeared.

UninspiredName December 17th, 2006 04:00 PM

Re: Mod: Mushroom Kingdom
 
I'll look into both the Bonzai Bill and the Pile of Bones issue shortly, but casting the spell was so difficult because there's no way to boost the gem cost without boosting the fatigue cost. I'm also beginning work on my next nation mod.

And to give you something to look forward to on the Bonzai Bill front, it's as fast as a Bullet Bill, size 4, and has trample. http://forum.shrapnelgames.com/images/smilies/evil.gif

EDIT/UPDATE: It seems I forgot to give Bonzai Bill a morale attribute, and screwed up his spr path. He also wasn't nearly as tough as I thought he would be, so I decreased his research level to 7 and now he costs only 3 earth gems. His pathlevel also decreased to 4. This, along with fixing Dry Bones, marks the debut of Mushroom Kingdom v1.01

Shovah32 December 17th, 2006 04:49 PM

Re: Mod: Mushroom Kingdom
 
From my(not very extensive) play-testing bonzai bill(even with reduced cost) isnt really worth it(id take 15 bullet bills over him any day)as, from my tests, he only tramples on 1 or 2 squares a turn..
Putting his health up to 55, his speed up to 45 and making him cost 5 gems might make him a bit more worth it, keeping the speed and 40 and adding flight could also work

ps: some summonable, permanent bills would be nice but this is a great mod anyway, keep it up.

UninspiredName December 17th, 2006 06:27 PM

Re: Mod: Mushroom Kingdom
 
I considered permanent Bills, but they're much too easilly abused that way. One of their main drawbacks at the moment is you either need to risk a mage on the frontlines, or give them a turn or two to do their damage. Then you consider how easilly they're massed and their effectiveness at Attacking Rear, and they would be vastly overpowered. And I really don't want to nerf them.

After a bit of thought I am planning on making Bonzai a ritual, though. I thought his AP determined what he tramples, but that doesn't seem to be the case.

Shovah32 December 17th, 2006 07:07 PM

Re: Mod: Mushroom Kingdom
 
If you were making bonzai bill's summonable i would suggest(with their current abilities) a cost of 12-15 earth gems as he is less tough than a cave drake who costs 8 but more dangerous and much faster


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