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-   -   Mod: Mytheology Pretenders (http://forum.shrapnelgames.com/showthread.php?t=32821)

Psientist January 14th, 2007 05:10 PM

Mytheology Pretenders
 
This is a mod-in-progress that creates some new pretenders and spells. I'll keep adding to it as I go along, depending upon time, learning curve, and the availability of mod commands to support the ideas I have.



Currently - v2.05 - June 19 2008
"32 new Pretenders including 24 brand new deities and eight Pretenders formally available only as Summons and a few new special monsters. Also, a whole bunch of tested new spells.

The new Pretenders include Carrion Lord (Caelum Late), Cthulu (Rlyeh - all) Desire (Middle Man), Toad Demon (CAbysia Late), Fallen Archangel (Marignon Late), Great Egg (Caelum all), Grim Reaper (Ermor All), Monkey King (Kailasa Early, Bandar Log Middle, Patala Late), Morpheus (Arcocephale Late), Pantokrator (All), Shah of Djinn and Ifreet (Marignon Middle), Teratos Rex (C'Tis Early), Thunderbird (Caelum All), Black Dragon (all), Gold Dragon (all), Shadowcat (all), Father of Medicine (all), Great Eye (Earth/Water - all), Great Eye (Fire/Air - all), Great Eye (Astral - all), Menhir of Death (Ermor Early), Menhir of Growth (Marverni Early), Menhir of Courage (Marverni Early), Mother of Assassins (Machaka Middle). Most of the new pretenders have custom graphics.

The summons Pretenders include Heliophagus (Abysia Late), King of Banefires (Yomi Early), King of Deeper Earth (Argatha Early), Queen of the Sea (Oceania Early), Queen of Thunder (Caelum Early), Tarrasque (New - Pangea Early), Yggdrasil (Maverni Early), Vastness (Ryleh Middle).

The new spells include Shards of Hastur (a large-area paralyze), Bind Toad Demon (self explanatory - an amphibious demon!), Feeding Frenzy (underwater equivalent of Swarm), Man O' War (underwater analogy to Raise Skeleton), Diabolic Brigade (Instant Army O' Imps), Trap Visitor (bind, or steal, the Void Gate Visitor), Banefire Veil (Death version of Dome of Flaming Death), Rite of Ashk'Ente (a souped-up Manifestation), Soul Harvest (farsummon 5 Grim Reapers), Aurora Warriors (Body Ethereal version of Fog Warriors), Soulblades (grants astral blades to some soldiers), Eclipse (farcast blindness on an enemy army), Foreboding (farcast the Battle Fright affliction on enemy troops), Storm of Acid (farcast Rusty Armor on enemy troops), Revelation (search for holy magic sites), Sanctuary (a temporary holy dome), Divine Judgement (a holy version of Flames from Afar), Sea of Scarabs (summon hundreds of beetles), Menhir of Fortune, Menhir of Courage, Menhir of Faith, Menhir of Growth, Menhir of Peace, Summon Wraith King (Nazgul!), Loki's Mirrors (battlefield glamours), Dirge of the Drowned Gods (battlefield-wide Sailor's Death), Aria Discordia (battlefield-wide confusion)."


Have fun - the link to download the latest version is http://www.shrapnelcommunity.com/thr...?Number=617457

Shovah32 January 14th, 2007 05:40 PM

Re: Mod: Mytheology Pretenders
 
who gets morpheus? i cant find him

Psientist January 14th, 2007 06:07 PM

Re: Mod: Mytheology Pretenders
 
SOrry. Morph is in Late Age Arcocephale. Teratos in is Early Age C'tis.

HoneyBadger January 14th, 2007 06:17 PM

Re: Mod: Mytheology Pretenders
 
Wouldn't Teratos be late age Jomon? if he represents Gojira, that is.

Psientist January 14th, 2007 08:11 PM

Re: Mod: Mytheology Pretenders
 
I suppose it could be, but it wasn't my intent to create Gojira (another King of Monsters!). I thought of him more as a leftover king of dinosaurs (T-rex), and thus fitting to the lizard-men. No nuclear breath! But I guess that means somebody needs to do a Gojira mod...

Foodstamp January 14th, 2007 09:45 PM

Re: Mod: Mytheology Pretenders
 
OH...NO.... THERE GOES TOKYO.... GO GO GODZILLA!

Psientist January 27th, 2007 11:48 PM

Re: Mod: Mytheology Pretenders
 
I added a bunch of Summon pretenders to the mod. Caveat - I haven't playtested some of them!

I experimented with creating the Eater of the Dead as a Pretender. It was pretty interesting as a SC at first, but quickly it started diseasing all my commanders and units - and I think even in surrounding provinces. Then by the 10th month, it had grown so powerful that it just attacked my own troops and then bugged off. So, making it a pretender didn't give full control to the player... so I removed it from the mod.

If any other modders have any standalone pretender mods they want me to incorporate, I'd be happy to make Mytheology a "Pretender Collection" mod.

Psientist February 6th, 2007 03:30 PM

Re: Mod: Mytheology Pretenders (update v1.3)
 
1 Attachment(s)
I added two new pretenders, using some hacks I found and the new mod summoning capabilities in the latest Dominions patch. The latest version adds:

Pantokrator (all nations)
Desire (Man, Middle Age)

I apologize to the devs if the Pantokrator is non-canon, but it was begging to be done by SOMEBODY.

Psientist February 9th, 2007 02:00 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
1 Attachment(s)
Added one more pretender: the Grim Reaper (Ermor, Early Age).

Psientist February 9th, 2007 02:10 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
1 Attachment(s)
I thought it might help to show some of the sprite graphics I developed for this mod. The Grim Reaper and the Pantokrator (the glowing dude) are all original. Desire is based upon the Succubus monster template, and the Teratos Rex upon some dinosaur model photo I found on the internet, and adapted accordingly.

http://www.shrapnelcommunity.com/thr...pretenders.gif


Also, some strategy thoughts I developed during playtesting:
Desire: Bump up your "dominion" setting at onset. Set up Desire in a high-dominion safe province, assigned to summoning Suitor allies. Equip your various armies with as many Priestesses of Cytherea as she attracts, since that will be infrequent even with a high dominion. Keep your Priestesses assigned to a well-guarded commander, behind the lines. Have a spare commander or two always ready to retrieve your priestesses if they rout. After every battle, make sure you check your "army setup" in case the Priestesses (or your Goddess) have charmed any enemy troops.

Grim Reaper: Use Grim as a SC against independent provinces. Try to keep him in your dominion, especially against other players; while he is deadly as a SC against regular armies, he can be killed by strong priests, magic users, or magic armies (he is "undead", after all). Against other nations' armies, have him assassinate a few commanders before attacking, preferably while backed up with other (regular) armies. Use his high mobility as a "roamer/troubleshooter" to keep dominion high at your frontiers, and fight off incursions at the edges of your domain.

Aeshi February 9th, 2007 04:13 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
Grim Reaper should be in Late Age Ermor

Shovah32 February 10th, 2007 10:15 AM

Re: Mod: Mytheology Pretenders (update v1.4)
 
Found a problem: Teratos Rex, the big trampling dino is only size 2...

Psientist February 10th, 2007 08:34 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
Quote:

Found a problem: Teratos Rex, the big trampling dino is only size 2...

errr, he's got a BIG roar! heh, ok, I'll fix that.

Quote:

Grim Reaper should be in Late Age Ermor

I was thinking about that. I settled on "early" because (a), I'm playing EA Ermor in a MP game now, and kind of felt the nation "needed something" because it produces lots of death mages, but all its good troops were "living" so none of the really useful death-oriented ritual or battlefield spells can be used without shooting yourself in the foot. Second, I kind of like the idea of the EA Ermor story where they are "transitioning to a new faith", embracing a clear ideal of Death.

However, if most players think I've made the wrong call on the nation assignment of any of the Pretenders, just let me know. Some of the decisions were kind of arbitrary.

Aeshi February 11th, 2007 08:45 AM

Re: Mod: Mytheology Pretenders (update v1.4)
 
Oh all right then

Shovah32 February 11th, 2007 10:22 AM

Re: Mod: Mytheology Pretenders (update v1.4)
 
I think the reaper would make a nice addition to all 3 ermors.

Psientist February 11th, 2007 02:53 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
I'm not sure it's possible to add a single pretender to more than one nation, without creating mulitple Pretender "clones'. I guess that wouldn't be so hard either, would it?

Psientist February 15th, 2007 04:47 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
1 Attachment(s)
Version 1.5 now posted.

- Fixed Teratos Rex size, should trample with the best of them now.
- Reduced movement of grim reaper by 1 (seemed excessive).
- Added new "Monkey King" pretender to Kailasa, Bandar Log and Patala ages based upon Chinese/Malaysian "Sun Wukong" fable.
- Added Grim Reaper to all ages of Ermor.

Considering making a "Kong" SC pretender for Kailasa.

Aeshi February 16th, 2007 01:27 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
Small Suggestion:The Teratos Rex looks a bit silly with his current colours (A purple dinosaur?!) could you make him green?He'd look a lot better in my opinion

Psientist February 16th, 2007 11:30 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
That's probably reasonable. I wasn't really going for a Barney effect.

Sombre February 16th, 2007 11:49 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
[singing purple thunder lizard] I stomp you, you curse me, we are one big family -stomp stomp bite- [/singing purple thunder lizard]

Aeshi February 17th, 2007 06:12 AM

Re: Mod: Mytheology Pretenders (update v1.4)
 
Thanks.I might use him then without all my lizardmen thinking "why are we worshipping a barney-gone-wrong dinosaur?"

Psientist March 11th, 2007 03:26 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
Version 1.52 uploaded.

Changes:
- New "Fallen Angel" pretender, with custom graphics based upon the original Fallen Angel image.
- Teratos Rex no longer looks like Barney.
- 2 new Blood Spells:
#name "Lure Visitor"
#descr "This spell lures a Visitor from beyond and binds it with the living silver cords of many blood slaves to serve the caster. Horrors can be powerful guardians against horrors attracted to a horrormark."

#name "Diabolic Brigade"
#descr "The caster sacrifices many blood slaves, and receives the service of a brigade of lesser demons."

- And a few minor playability / balancing tweaks.

Shovah32 March 11th, 2007 04:57 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
Is the visitor meant to be a regular unit and the same guy that is summoned through the rlyeh void gate? if so he costs too much.

Aeshi March 11th, 2007 05:08 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
The Teratos Rex looks really good.

noname March 11th, 2007 08:45 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
The "desire" unit requires stealth in order to use seduction, but she doesn't have stealth.

Psientist March 11th, 2007 10:23 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
Yes, the Visitor is the same as summoned through the void gate, and it's a Unique. I guess it's a little pricy, but I found it to be pretty tough in combat even against horrors and the like.

Good point on the Desire pretender. I was hoping it would still work, say, in the case of a sieging army on the same province. Originally I had stealth turned on, but then I decided, how can the goddess of lust and beauty go unnoticed?

I'll take opinions - should there be no seduction, or should she also be stealthy?

Thanks on the compliments. I was much happier with my original art for the Grim Reaper and the Fallen Archangel though...

noname March 11th, 2007 11:38 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
She has to be stealthy in order to seduce. As for the seduction ability... she wouldn't be much of a desirous figure if she couldn't seduce(tbhe seduction of the succubus, Nagini, Oread, and Rakshasi is stealth-based, and we don't think they're any less beautiful.) It might also make sense for her priestesses to have the seduction ability, which will be revealed if the "gift of reason" spell is used on them. Also, even if the seduction fails, she is still an awesome assassin, with the ability to stop almost all concievable commanders with the "enslave mind" ability. What is the "Desire"'s seduction level anyway? And her priestesses?

I'm planning on making a mod of my own, one with several units with the seduction ability. Do you mind if I modify the "Desire" unit of yours?

Psientist March 12th, 2007 02:53 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
Great suggestions! I'll stealthify Desire, and make sure that the priestesses have the seduction capability too (hidden), although they might already.

Quote:

I'm planning on making a mod of my own, one with several units with the seduction ability. Do you mind if I modify the "Desire" unit of yours?

Knock yourself out, it's for everybody's fun.

G

jutetrea March 12th, 2007 03:51 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
I love the Panto pretender, but feel like I'm cheating if I'm playing him. Are his costs correct at 200? Flying, immortal, fire shield, high HP, awe +0, 1F1A2W1E3S, path 20? He's all good with no negatives, makes a rockin SC with a few items and starts out with 23 research base. Not to mention the fetters...

I'm a huge fan of combat passives

If the cost isn't correct (no idea how to calculate it), could you add something similar but more rules-fair?

Awesome mod btw

Cor March 12th, 2007 04:22 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
what happens if a commander fails at seduction and enslaves a non stealth commander? Would they both be exposed and have to fight the an army alone?

If that is the case it might not be a good idea for Desire to have both.

noname March 12th, 2007 05:12 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
But if the desire takes the commander back to the capital as soon as the seduction works, there's no need to worry about stealth, remember, it already works this way with the succubus, who is able to seduce non-stealth commanders and escape without any problems.

Sombre March 13th, 2007 10:46 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
It's very hard to balance the point costs of pretenders. You have to remember that the inherent points cost is insignificant compared to the magic paths, path cost and dominion strength of the gods. The Lord Of War, despite having a crappier cheaper body than the cyclops is actually more expensive if you go for earth magic, because the cyclops starts off with more of it - more of a difference than the inherent points cost suggests.

So don't be afraid of tuning this value waaaay up on powerful pretenders - it just forces people to take them asleep, sacrifice some scales, have less insane magic etc.

Psientist March 15th, 2007 02:33 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
Yeah, sombre's points are on the money. It's tough to balance a Pretender's starting cost to what it would cost to beef up their magic to a comparable level. As a sort of SC rainbow pretender, I like him as an unpredictable and power AI pretender. But, as before, I'll happily take suggestions - 200 is one of the most expensive Pretenders already. Is 300 too much?

jutetrea March 15th, 2007 03:24 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
For his benefit I don't really think so, it really feels like he's cheating http://forum.shrapnelgames.com/images/smilies/happy.gif I've never done the calcs before so I'm curious.

Chassis
Flying - ?
Fire Shield - ?
Immortal - ?
Old Age - (-?)
Domain 3 - ?
Fetters - ?
No Eat - ?
20% PR - ?
Medium to good stats
Say 100? No real clue.. Maybe 150?



20 per path
1F - 20
1A - 20
1W - 20
1E - 20
3S - 20 + 16?
1Random - 0 +8?
124

So maybe 250-275ish?

Taqwus March 16th, 2007 12:05 AM

Re: Mod: Mytheology Pretenders (update v1.4)
 
Might also be noted that all pretender types cost the same when Wished...

Sombre March 16th, 2007 12:57 AM

Re: Mod: Mytheology Pretenders (update v1.4)
 
Although Wish is hardly a huge balance consideration is it?

Wish March 16th, 2007 03:59 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
though these are pretty great ideas, one should note that no pretender starts with more than 3 magic divided among whatever paths.

given that the kings/queens and the pantokreator (or however its spelled) are WAY overpowered.

why is crushbite armor negating? the reaper probably shouldn't have awe. (maybe more fear though)

Taqwus March 16th, 2007 06:09 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
Quote:

Sombre said:
Although Wish is hardly a huge balance consideration is it?

Depends on map size, victory conditions, and availability of magic sites. If there's a lot of time for research and building up clams, and enough territory per nation to provide the gem income to bootstrap the clam machine... if it's a much better deal than wishing for a Seraph, there's a potential issue.

Psientist March 20th, 2007 07:01 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
I'll make some adjustments on the next update.

Psientist April 10th, 2007 01:21 PM

Re: Mod: Mytheology Pretenders (update v1.52)
 
1 Attachment(s)
Latest update.

Version changes:
- price balancing for the Pantokrator and Grim Reaper
- new spells!
Lure Visitor (Blood): summons a Visitor (unique)
Diabolic Brigade (Blood): summons a small troop of imps.
Feeding Frenzy (Water): underwater equivalent of "swarm"
Summon Man O' War (Water): underwater equivalent of
"raise dead", really
Shards of Hastur (Astral): area-effect paralyze
- Tweaks for previously mentioned Pretender summon units for Gift-Of-Reason surprises.

Psientist April 10th, 2007 01:22 PM

Re: Mod: Mytheology Pretenders (update v1.52)
 
1 Attachment(s)
Also, a graphic of what the Fallen Archangel pretender looks like. Custom modification of one of the default graphics.
http://www.shrapnelcommunity.com/thr...527-fallen.gif

Sombre April 10th, 2007 10:38 PM

Re: Mod: Mytheology Pretenders (update v1.52)
 
That looks niiiiice.

Forgive me if the moslist is a bit behind right now. Busy busy.

jutetrea April 12th, 2007 01:17 AM

Re: Mod: Mytheology Pretenders (update v1.52)
 
Don't want to install it yet, still having fun "cheating" with the old Panto http://forum.shrapnelgames.com/images/smilies/happy.gif What were the major changes to him, I see you raised the cost to 300 which is good, anything else?

Love the spells listed, anyone try shards yet? Overpowered? What's the AOE?

Psientist April 12th, 2007 12:39 PM

Re: Mod: Mytheology Pretenders (update v1.52)
 
1 Attachment(s)
AOE: 665

I"m sure I had a reason for that in playtesting. Feedback always welcome.

Here are some gifs of my next spell summon; I thought that blood magic could benefit from being able to summon at least one amphibious demon type, so here is my custom sprite graphic for a demon-toad! He'll be built into the next version of the mod, and I envision his strength somewhere in the ballpark of the Heliophagii.


http://www.shrapnelcommunity.com/thr...-toaddemon.gif

Sombre April 12th, 2007 01:08 PM

Re: Mod: Mytheology Pretenders (update v1.52)
 
That looks friggin solid. Is it going to have trample to represent the swallowing of small enemies?

I really like that the different modders on this forum all have their own visual style.

Psientist April 12th, 2007 01:20 PM

Re: Mod: Mytheology Pretenders (update v1.52)
 
He's going to be a huge-ungous swallower! With some earth, blood, water magic, but basically a combatant I think. hadn't decided on the trample yet, whether or not that fit. Could be sort of a death-hop thing...

Sombre April 12th, 2007 01:31 PM

Re: Mod: Mytheology Pretenders (update v1.52)
 
I just thought trample would be a good way to represent an ability to gulp up things smaller than himself. It's pretty much insta-death for even heavily armoured units, so it makes sense for a giant demon cane toad :]

Poison cloud might be fun too.

Amos April 12th, 2007 01:40 PM

Re: Mod: Mytheology Pretenders (update v1.52)
 
Quote:

I just thought trample would be a good way to represent an ability to gulp up things smaller than himself.

Swallow weapon does just that.

Sombre April 12th, 2007 01:44 PM

Re: Mod: Mytheology Pretenders (update v1.52)
 
Oh. Hadn't noticed the swallow weapon. I just thought they used trample for stuff like this, ala the jaguar toad. Guess not.

Psientist April 12th, 2007 03:34 PM

Re: Mod: Mytheology Pretenders (update v1.52)
 
haha, I was thinking of a poison cloud / cane toad thing too. There's one attribute that does a poison-when-hit thing, I thought that might fit.


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