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June 19th, 2010, 09:10 PM
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First Lieutenant
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Join Date: Jun 2010
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Oooo fine (Didn't know that)! Then how about Lady of fortune + firebird?
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June 20th, 2010, 08:10 PM
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Major General
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Re: Endgame Diversity Mod - Lategame summons, released at last!
If you made elemental royalty non-unique, would it just randomly select one every time you summoned one?
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June 20th, 2010, 09:16 PM
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Major General
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Quote:
Originally Posted by Squirrelloid
If you made elemental royalty non-unique, would it just randomly select one every time you summoned one?
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I'm fairly certain the summon elemental royalty spells check to see if the unit ID exists in the game, so clearing all the stats on the units in question to remove the #unique tag doesn't help.
But you could use #firstshape to get around this by having the summoned royalty transform to another shape, thus freeing up the original unit ID for further summoning.
See this post by Sombre for more info.
Tested it and it works fine. The only thing I'm unsure of is if there are more attempts in a turn to summon a given type of elemental royalty than exist in the game if some will be told that no one answered the spell (because #firstshape hasn't yet been triggered). So more than two attempts to summon a fire king, more than three attempts to summon an air queen, etc.
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June 21st, 2010, 02:29 AM
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First Lieutenant
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Join Date: Jun 2006
Location: Sacramento, CA
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Yes, it does auto-cast solar brillance in battle.
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June 21st, 2010, 10:57 PM
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General
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Join Date: Sep 2004
Location: Irving, TX
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Never tried one in battle. They're kind of fragile. I guess if I had an extreme need for auto solar brilliance.
I was commenting on the luck effect. It's quite nice getting a lucky event at I believe a 50% or so rate (at least that's the frequency I was getting them at). I just sat mine in my cap. Nothing bad ever happened there, and every other turn or so a good event.
If it were expensive or hard to research, then no, it probably wouldn't be worth it. But it is cheap and easy to get to (if someone else doesn't get to it first).
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Be forewarned, anything I post is probably either 1) Sophomoric humor, 2) Satire, 3) A gross exaggeration of the power I currently possess, 4) An outright lie, or 5) Drunken ramblings.
I occasionally post something useful.
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June 21st, 2010, 11:20 PM
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First Lieutenant
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Join Date: Jun 2010
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Re: Endgame Diversity Mod - Lategame summons, released at last!
It's also fire summon, so it's another bonus for fire-bless nation or national fire mage nations, while being difficult for other nations (I get 1-2 fire at most with rainbow, for rune smasher / awe shield and flame brand usually). Though even if someone else summons it first, casting Zmey with those gems instead is not a bad alternative at all.
I've summoned the firebird before and rarely had events in my cap where the bird is sitting so maybe I underestimated its luck ability abit.
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June 21st, 2010, 11:29 PM
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General
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Quote:
Originally Posted by Finalgenesis
It's also fire summon, so it's another bonus for fire-bless nation or national fire mage nations, while being difficult for other nations (I get 1-2 fire at most with rainbow, for rune smasher / awe shield and flame brand usually). Though even if someone else summons it first, casting Zmey with those gems instead is not a bad alternative at all.
I've summoned the firebird before and rarely had events in my cap where the bird is sitting so maybe I underestimated its luck ability abit.
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Yeah, I was Abysia in our first EDM test game, InversionsRedux, so it was a no brainer to try out. I had it for a long time, and I did even move it a few times, to see if the luck events followed it, and they did.
For a non-fire nation, might be more of a stretch to go for it. It is even easier to get with this new version now though. I'm starting a new EDM test with the latest version of the mod later this week, so I'll probably be able to test it again.
The Zmey was simply horrible in the first incarnation of the mod, but it looks a lot better now, and I'm anxious to try the new and improved Zmey.
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Be forewarned, anything I post is probably either 1) Sophomoric humor, 2) Satire, 3) A gross exaggeration of the power I currently possess, 4) An outright lie, or 5) Drunken ramblings.
I occasionally post something useful.
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June 21st, 2010, 11:59 PM
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First Lieutenant
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Join Date: Jun 2010
Posts: 732
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Interesting, I will have to test firebird more as it sounds like It was more bad luck (lol) on my part resulting in meager luck events.
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June 23rd, 2010, 07:22 PM
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National Security Advisor
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Join Date: Nov 2006
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Okay, I have just uploaded v1.1. There are just a few changes - see the first post for details.
I anticipate this being a long-term version of the mod. Further changes will only be made in response to considerable feedback from MP, and quite conservatively. This is to make it possible for people to form strategies with the summons without having to worry about them constantly altering. Having said that I still *really* appreciate feedback. Apart from anything else, as you may imagine probably the most fun part of making a mod is seeing people discuss your creations!
There is of course the chance that I may have to make another version sooner to fix bugs, typos or glaring errors - I am just hoping that most of those will have been caught already.
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June 26th, 2010, 06:17 PM
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First Lieutenant
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Join Date: Oct 2006
Location: Palo Alto, CA
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Quote:
Originally Posted by llamabeast
Okay, I have just uploaded v1.1. There are just a few changes - see the first post for details.
I anticipate this being a long-term version of the mod. Further changes will only be made in response to considerable feedback from MP, and quite conservatively. This is to make it possible for people to form strategies with the summons without having to worry about them constantly altering. Having said that I still *really* appreciate feedback. Apart from anything else, as you may imagine probably the most fun part of making a mod is seeing people discuss your creations!
There is of course the chance that I may have to make another version sooner to fix bugs, typos or glaring errors - I am just hoping that most of those will have been caught already.
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I think there maybe a small glitch in your mod - it still says "version 1.04" instead of 1.1.
Is it ok if I correct it manualy in .dm file on my computer? (I know nothing about Dom3 modding, so sorry for a silly question)
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