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  #1  
Old December 17th, 2006, 03:42 PM

Shovah32 Shovah32 is offline
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Default 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.
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Old December 17th, 2006, 04:00 PM
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Default 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.

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
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  #3  
Old December 17th, 2006, 04:49 PM

Shovah32 Shovah32 is offline
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Default 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.
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Old December 17th, 2006, 06:27 PM
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Default 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.
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Old December 17th, 2006, 07:07 PM

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Default 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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Old December 20th, 2006, 10:54 PM

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Default Re: Mod: Mushroom Kingdom

this is the best mod out yet, keep up the good work!
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Old December 21st, 2006, 04:39 PM
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Default Heh, crossing genres here...

I'd find a Star Control II-derived Hierarchy of Battle Thralls mod entertaining, but then I'm an oddball who'd be amused by low-morale Spathis (fire and flee, or just flee...), stealthy Ilwrathi, and sniping Druuge perhaps led by a renegade Dynarri (enslave mind, mind blast, ooh) acting as pretender.

I don't know if one could properly model the Yehat shields (can't mod a unit to pick any ol' spell as an innate ability, AFAIK -- Invulnerability would be appropriate). Pity.
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