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  #1  
Old July 18th, 2005, 11:07 PM

fmunoz fmunoz is offline
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Default New gods mod

5 extra new gods:

The Rakasha, the tiger king.
The Golden Idol.
The Ice Prisoner.
The Everburning Pyre.
The Mechanical Colossus.

I'm sure that there is still room for improvement (typos included) so post here comments :-)
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  #2  
Old July 19th, 2005, 04:10 AM
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Default Re: New gods mod

They look awesome, expect that they seem to be lacking shadows. Everburning Pyre is a lot like the glyph but cooler.

Rakasha is a bit too good for his price, or rather, the other RB pretenders are too expensive.

The other seem quite fine. Great mod.
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  #3  
Old July 19th, 2005, 04:39 AM

quantum_mechani quantum_mechani is offline
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Default Re: New gods mod

Rakasha: Looks very nice, seems to to fill a good niche. Probably needs a price increase.

Golden idol: Nice, but I'm not sure why I would choose one over the other astral immobile types.

Ice Prisoner: Very cool, needs more magic/lower price/more dominion to be really worth chooseing though.

Everburning Pyre: A little to close to the divine glyph.

Mechanical Collossus: Very neat.

I'm a bit puzzeled by which nations get what pretenders, Mictlan seems to go much better with the Rakasha than the Collossus.
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  #4  
Old July 19th, 2005, 07:26 AM

Turin Turin is offline
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Default Re: New gods mod

All those pretenders look very nice, well done.

Rakasha: Seems fine to me. New magic paths cost 40 so he isn�t a rainbow. Shadows aren�t working though.

Golden idol: looks cute. Why does it have 2 ap? And it should be possible to choose it with atlantis, since it can go underwater and atlantis lacks a great pretender selection. Needs some buffs though, like more itemslots or a second magicpath(earth maybe?). Also it should get the #blind tag.

Ice prisoner: very cool, some spelling errors in the description "forever to bounded" , needs a bit more power though(more hp, more itemslots, maybe watergems each season) , encumbrance should be higher than 0 since she isn�t undead.

Everburning pyre: I�d raise the value on the fireshield. To make it more unique, how about removing astral magic and raising fire to lvl 4. Etherealness would be fitting, as well as vulnerability to cold. Maybe even coldblooded.

Mechanical Colossus: the tag for lifeless isnt #lifeless, it�s #inanimate. I�d rather go with the base special abilities of the golem or crusher to stay consistent with the dom2 world, not really thematic to have him immune to lightning. His shadow isn�t working, no idea why.
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  #5  
Old January 26th, 2006, 05:09 PM
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zepath zepath is offline
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Default Re: New gods mod

Really nice mod, btw. I love the golden idol pretender. You've inspired me to work further on my own pretenders modification.
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  #6  
Old January 27th, 2006, 04:15 AM
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Default Re: New gods mod

do these replace existing pretenders or just add new ones?
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  #7  
Old January 27th, 2006, 11:46 PM
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Saber Cherry Saber Cherry is offline
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Default Re: New gods mod

Unfortunately, it is impossible to add gods with the current modding capabilities... unless that was changed in the last 8 months without my notice.

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Old January 28th, 2006, 01:34 AM
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Etaoin Shrdlu Etaoin Shrdlu is offline
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Default Re: New gods mod

Quote:
Saber Cherry said:
Unfortunately, it is possible to add gods with the current modding capabilities... unless that was changed in the last 8 months without my notice.
Why is this unfortunate? Or did you mean to say: "Unfortunately it is not possible..."? I don't see anything unfortunate about it...
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  #9  
Old January 28th, 2006, 02:55 AM
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Default Re: New gods mod

Quote:
Etaoin Shrdlu said:
Why is this unfortunate? Or did you mean to say: "Unfortunately it is not possible..."? I don't see anything unfortunate about it...
Sorry, I mistyped =)
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  #10  
Old January 28th, 2006, 03:30 AM
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Daynarr Daynarr is offline
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Default Re: New gods mod

This mod, like avatar mod, adds new gods to the game. Doesn't change existing ones.
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