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  #61  
Old October 5th, 2012, 04:25 PM

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Default Re: MA -Myconos- Last of the Fungi

Plsea ignore last question, answer was found
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  #62  
Old October 5th, 2012, 04:33 PM
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Default Re: MA -Myconos- Last of the Fungi

For completion, these numbers are modded spells later in the file. Battlespells can only reference already existing spells.
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Test stuff, use the debug mod:
http://forum.shrapnelgames.com/showthread.php?t=36453
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  #63  
Old October 7th, 2012, 03:38 AM

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Default Re: MA -Myconos- Last of the Fungi

Wouldn't D2N2 guy seem more logical with D2E2 paths?

It looks like creatures, which can hide in woods, but still reasonable in open or on the edge on woods and open D2E2l.
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  #64  
Old October 7th, 2012, 02:39 PM

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Default Re: MA -Myconos- Last of the Fungi

And make them being generated in the field, not forest (switch with B anf B/N guys)
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  #65  
Old October 8th, 2012, 03:36 AM
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Default Re: MA -Myconos- Last of the Fungi

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Originally Posted by militarist View Post
Wouldn't D2N2 guy seem more logical with D2E2 paths?
Actually, the Stag beetles were supposed to have N2. Then the D2N2 would have made sense on the Centaurs as all the tier 3 morphs would gain an extra path from the one the tier 2 morphs have.

Any reason you like E better then N on the Centaurs?
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  #66  
Old October 8th, 2012, 11:47 AM

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Default Re: MA -Myconos- Last of the Fungi

I remember, that it was supposed to be N but now - E. I keep it in mind.
The reason why I think Centaurs should be E based rather then N is that it will be just more logical and intuitively clean. Also steppe-based centaurs are not less logical then wood centaurs. I'm sure histiry knows both versions.

And then it's logical tie them to plain terrain switching them with B2s and B2N2s.

Nothing else, really. If not to count that E is in general more useful then N for non-communion use (E2 summon earch power->E3-> skelespam with some reinvig for example or anything else..E3 is much better then N2).
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  #67  
Old October 11th, 2012, 10:13 AM

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Default Re: MA -Myconos- Last of the Fungi

Blood egg I've got from City guard commander have paths of city guard commander instead of B2.
Is it how it's intended to be?
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  #68  
Old October 11th, 2012, 11:59 AM
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Default Re: MA -Myconos- Last of the Fungi

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Blood egg I've got from City guard commander have paths of city guard commander instead of B2.
Is it how it's intended to be?
Yes. Once magic paths have been assigned to a unit you can't change them by transformation. Not intended but not much of a choice either.
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  #69  
Old October 11th, 2012, 12:28 PM

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Default Re: MA -Myconos- Last of the Fungi

So when blood egg will transform to a 3d form, it will still be paths of initial city guard commander?
Soundy not very nice. But when you transform second form to 3d, you change paths, right? What's the difference here?
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  #70  
Old October 11th, 2012, 01:27 PM
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Default Re: MA -Myconos- Last of the Fungi

I don't change the paths from 2nd to 3rd form. I just give them a boost. (Or remove a penalty). So the Beetle already has a Death path but at zero and only once he becomes a Centaur he gets a +2 boost in that path.
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