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August 27th, 2011, 06:01 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
Thanks: 0
Thanked 1 Time in 1 Post
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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.
Last edited by Juzza; August 27th, 2011 at 06:19 AM..
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The Following User Says Thank You to Juzza For This Useful Post:
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September 1st, 2011, 01:12 PM
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Sergeant
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Join Date: Feb 2011
Posts: 210
Thanks: 26
Thanked 23 Times in 12 Posts
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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.
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September 3rd, 2011, 01:37 AM
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First Lieutenant
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Join Date: Jan 2011
Posts: 754
Thanks: 72
Thanked 12 Times in 11 Posts
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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.
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September 3rd, 2011, 06:45 AM
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Sergeant
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Join Date: Feb 2011
Posts: 210
Thanks: 26
Thanked 23 Times in 12 Posts
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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.
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September 5th, 2011, 05:59 AM
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First Lieutenant
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Join Date: Jan 2011
Posts: 754
Thanks: 72
Thanked 12 Times in 11 Posts
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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.
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September 5th, 2011, 06:17 AM
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Sergeant
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Join Date: Feb 2011
Posts: 210
Thanks: 26
Thanked 23 Times in 12 Posts
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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.
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