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  #1  
Old June 18th, 2004, 12:13 AM
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Graeme Dice Graeme Dice is offline
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Default MP Game - Modded nations only

I'd like to start a new game that will actually use some of the modded nations that people have developed out there. The basic settings will be my standard ones.

Independents 6
Magic sites 50%
15 heroes
Renaming on
Karan map.

The other rule is that your nation must not be one of those included with the game. The mod must first be cleared with me, but most of those that are available should be okay. I myself will be playing the Broken Empire of Ermor with my Thaumaturg mod. The other modification that will be used to start is that the Moloch will have its auto-spawning imps removed.
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Old June 18th, 2004, 12:19 AM

Scott Hebert Scott Hebert is offline
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Default Re: MP Game - Modded nations only

You can remove the Moloch's Imp problem in a mod? How do you do that (for his sake and for the others as well)? Can you add auto-generation (per turn, not per battle) to a Pretender as well?

And if anyone wants to use my Blood Arco mod, Graeme, will you allow it?
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  #3  
Old June 18th, 2004, 12:34 AM
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Graeme Dice Graeme Dice is offline
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Default Re: MP Game - Modded nations only

Quote:
Originally posted by Scott Hebert:
You can remove the Moloch's Imp problem in a mod? How do you do that (for his sake and for the others as well)? Can you add auto-generation (per turn, not per battle) to a Pretender as well?
You remove the imps by using the #clear command and then rebuilding the stats of the Moloch. I don't think there is any way to add auto-generation per turn or with a "summon allies" command currently.

Quote:
And if anyone wants to use my Blood Arco mod, Graeme, will you allow it?
I'd have to have the mod itself, but if it just changes the 2 astral on the mystics to 2 blood then it's definetly a worthwhile candidate.
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Old June 18th, 2004, 01:10 AM

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Default Re: MP Game - Modded nations only

Quote:
You remove the imps by using the #clear command and then rebuilding the stats of the Moloch. I don't think there is any way to add auto-generation per turn or with a "summon allies" command currently.
Ah, neat. So you can solve all of the 'Pretender problems' with mods. Interesting. But don't you find the Moloch to be a little _too_ powerful without the Imp drawback?

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I'd have to have the mod itself, but if it just changes the 2 astral on the mystics to 2 blood then it's definetly a worthwhile candidate.
It does the following:

1. Switch out Astral on Mystic for Blood.
2. Switch out Nature on Priestess for Blood.
3. Lower 3 Random on Mystic to 2 Random, fix Random picks in one field.

It should be able to be used with either theme. I could also switch out Orokestes's Astral with Blood, if you want.
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Old June 18th, 2004, 01:20 AM

Norfleet Norfleet is offline
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Default Re: MP Game - Modded nations only

Quote:
Originally posted by Scott Hebert:
But don't you find the Moloch to be a little _too_ powerful without the Imp drawback?
The Moloch is SUPPOSED to be that powerful, given his chassis cost. The Imps are supposed to be a BENEFIT, but due to the vagaries of the system, have instead become a drawback. Somewhere, Illwinter is laughing.
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  #6  
Old June 18th, 2004, 01:50 AM
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Default Re: MP Game - Modded nations only

Quote:
Originally posted by Scott Hebert:
But don't you find the Moloch to be a little _too_ powerful without the Imp drawback?
He's more expensive than the prince of death, and has better stats, but also has a base encumbrance of 1.

Quote:
3. Lower 3 Random on Mystic to 2 Random, fix Random picks in one field.
I'm not sure about this one, since only kings of the deep normally get that benefit.

Quote:
It should be able to be used with either theme. I could also switch out Orokestes's Astral with Blood, if you want.
That would be good.
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Old June 18th, 2004, 01:54 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: MP Game - Modded nations only

doesnt PoD have a massively higher fear rating?
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Old June 18th, 2004, 02:25 AM

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Default Re: MP Game - Modded nations only

Quote:
Originally posted by Graeme Dice:
He's more expensive than the prince of death, and has better stats, but also has a base encumbrance of 1.
There are ways you can do point-to-point, but I'm much more afraid of the Moloch than the PoD.

Quote:
I'm not sure about this one, since only kings of the deep normally get that benefit.
Well, we can go back to the statistics, but the removal of 1 random pick does hurt, even before you look at the statistics. From my experience playing the mod, it doesn't change much.

Quote:
That would be good.
All right. Do you recall if Daidolos gets Astral? I don't think so, but I need to double-check.

The only other modification is to replace the starting sites with sites for 1 gem of each elemental type (only 4 total). That would also remove the Astrologer and the Heart Companion, and all of the Golden Era Capital troops (IIRC).
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Old June 18th, 2004, 05:30 AM

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Default Re: MP Game - Modded nations only

Quote:
Originally posted by Scott Hebert:
There are ways you can do point-to-point, but I'm much more afraid of the Moloch than the PoD.
No, you're not. The Moloch is a mere Cause Fear +0. The PoD is Cause Fear +10, and that's before taking into account his Death magic!

As for actual performance, the Moloch has one fatal flaw: The fact that you don't need to be capable of beating him to actually kill him: You just need to slaughter his imps, a fairly trivial task, given that they uncontrollably rush forwards and die, and the Moloch routs. You can do the rest.

The POD lacks such an glaring weakness, unless he's been sitting in a province and has spawned longdeads as a result, which can then be killed to force a rout....but longdeads, unlike imps, do not fly directly into harm's way, and the POD will not be encumbered by any longdeads while attacking.
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Old June 18th, 2004, 06:36 AM

JJ_Colorado JJ_Colorado is offline
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Default Re: MP Game - Modded nations only

Hi,

I'd like to try the "devils" mod. I think it's for Marignon. I haven't played it so have no idea if it's ok. Let me know if it's a bad choice.

Thanks,
John
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