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May 21st, 2008, 09:24 PM
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Second Lieutenant
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Join Date: Sep 2007
Posts: 434
Thanks: 16
Thanked 3 Times in 2 Posts
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Re: Mists of deception make my 8 Marble Oracle dea
Quote:
llamabeast said:
I haven't had a chance to look at the turn yet, but will work under the assumption that Cipher's opponent was simply innocently using MoD as it was intended, a powerful battlefield enchantment.
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Yep. I haven't looked at the new turn yet either*, but I had no intention of retreating. Fog Warriors in case of an Earthquake, Master Enslave for the large army, kitted out angels with smashers for those Marble Oracles, and Arch Theurges ready to call down the lightning and reap the whirlwind.
So, are we going to redo the turn with a mod or not?
Quote:
chrispedersen said:
I would rehost the turn, and prvent agartha from storming for 1-2 turns.
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Oh, okay then.
*I saw the turn just now. I did a lot of damage even without the Mists... If it helps, though, you still wrecked my army, scattering my equipment Pantokrator knows where. You're also this close to getting my capital anyway  , so vengeance will soon be yours! [img]/threads/images/Graemlins/Dagger.gif[/img]
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May 22nd, 2008, 04:59 AM
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Private
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Join Date: Feb 2008
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Re: Mists of deception make my 8 Marble Oracle dea
Yes, DryaUnda, you are well prepared for my storm and well played with 3 times fog warriors, smashers,etc. Shall we say, we re-host this turn and I wouldn't storm the castle next turn. What do you think.
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May 22nd, 2008, 05:06 AM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
Posts: 790
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Re: Mists of deception make my 8 Marble Oracle dea
If the devs can't fix this easily they should think about removing the entire spell in the next patch.
I can't remeber any other spell/bug which causes so much trouble and unnecessary insulting disscussions.
Sure a mod would do it too but it shouldn't the way such gamebreaking bugs/exploit are handled.
I want to discuss about using good and funny mods and not to use a bug fix mod every time i start a game.
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May 22nd, 2008, 10:49 AM
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Colonel
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Join Date: Oct 2007
Location: in a sleepy daze
Posts: 1,678
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Re: Mists of deception make my 8 Marble Oracle dea
Quote:
calmon said:
If the devs can't fix this easily they should think about removing the entire spell in the next patch.
I can't remeber any other spell/bug which causes so much trouble and unnecessary insulting disscussions.
Sure a mod would do it too but it shouldn't the way such gamebreaking bugs/exploit are handled.
I want to discuss about using good and funny mods and not to use a bug fix mod every time i start a game.
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I agree - this spell and the ensuing arguments has led at least one person to quit the game. Not worth the hassle IMHO.
__________________
i crossed blades with the mightiest warriors of the golden age. i witnessed with sorrow the schism that led to the passing of legends. now my sword hangs in its scabbard, with nothing but memories to keep it warm.
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May 22nd, 2008, 11:21 AM
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Captain
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Join Date: Sep 2004
Location: France
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Re: Mists of deception make my 8 Marble Oracle dea
I now have a fix true to the spirit of the spell : it summons 3 kinds of phantom creatures, with reasonable number of effects per round (without the bug, MoD was really a weak spell), and has a limited duration of 9 rounds instead of the perpetual effect (file in mod forum).
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May 22nd, 2008, 02:48 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Re: Mists of deception make my 8 Marble Oracle dea
No offence but to "keep true to the spirit of the spell" wouldn't it be best to just let it be the same (maybe weak but there are more weak spells) and just let it end after say 40 turns.. that gives 10 turns before the retreat etc
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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May 22nd, 2008, 03:12 PM
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Captain
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Join Date: Sep 2004
Location: France
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Re: Mists of deception make my 8 Marble Oracle dea
The maximum number of rounds for a spell duration is 9.
#effect mod command
x = battle spell
100x to 900x = "cloud" of spell x with one to nine rounds duration
1000x = ritual version of spell x
Then the number of effects of vanilla MoD is the number of rounds x mage level (with unlimited number of rounds, but usually opponent is routed at some point)
My number of effect for 9 rounds is 9 x ((3 x mage level) + 2) = 27 x mage level + 18.
So number of effects of my version is about the same as a 30 rounds long old MoD spell, it's just concentrated in a shorter duration.
A 30 or 40 rounds MoD, even with just one effect / round, would anyway be far more powerful because the bugged way this kind of spell works make its duration = minimum battle duration if the caster retreats (and in a 40 rounds long fight some spells like Wrathfull Skies or fatigue BE can be devastating).
I find 9 rounds a good medium (between making MoD an instant or keeping it as it was), allowing to use MoD to make battles longer but not too much, so even the combo with other BE can be allowed.
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May 22nd, 2008, 06:10 AM
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Second Lieutenant
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Join Date: Sep 2007
Posts: 434
Thanks: 16
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Re: Mists of deception make my 8 Marble Oracle dea
Quote:
Cipher said:
Shall we say, we re-host this turn and I wouldn't storm the castle next turn. What do you think.
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Sure. 
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