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  #41  
Old February 25th, 2010, 10:26 PM

Trumanator Trumanator is offline
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Default Re: Byzantine Pythium - hype/brainstorming thread

nothing wrong with having good heavy cavs, they don't need a special nerf. Res cost alone ensures that you don't see a great deal of knights/heavy cavs usually.
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  #42  
Old February 26th, 2010, 02:13 AM
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Default Re: Byzantine Pythium - hype/brainstorming thread

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Also, kataphraktoi were absolutely covered in armor, it makes no sense for them to have crappy prot in-game.
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nothing wrong with having good heavy cavs, they don't need a special nerf. Res cost alone ensures that you don't see a great deal of knights/heavy cavs usually.
They will be covered in armor, it just won't be full plate. The poorer armor* is supposed to reflect how byzantine heavy cavalry was a bit lagging behind a bit with their western Europe counterparts (in this context, Knights of MA Man). You should read the entry like this: "They will have good stats, but will be brought down to the right power level** with sub-optimal equipment".

*Full chain instead of full plate is what -3 prot? Also, it means decreased resourcecost
** About on level with MA Man Knights

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Umm, are you planning on anyone recruiting varangian captains?
Not really, they are just there for added flavour. They have a small niche with sailing and perhaps uber-desperate "anti-thug" capacity, but that's about it.
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  #43  
Old February 26th, 2010, 11:46 AM
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Default Re: Byzantine Pythium - hype/brainstorming thread

Look promising, I can't wait to try this mod for my next single player game.

(hopefully we will have a first version released soon ? )
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  #44  
Old February 27th, 2010, 04:36 PM
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Default Re: Byzantine Pythium - hype/brainstorming thread

One more thing about the katphraktoi armor is to tie it to the EA Ermor cavalry and the orginal empire that this is supposed to be a spinoff from


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Look promising, I can't wait to try this mod for my next single player game.

(hopefully we will have a first version released soon ? )
It will take a while, but I can promise that the first release will be up within 3 weeks.
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  #45  
Old March 3rd, 2010, 05:47 PM
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Default Re: Byzantine Pythium - hype/brainstorming thread

Working on the mod. Got the archangel summon to work, behold the results:




As for the other news, here are my current plans on the national holy spells, all of will be modded to be techically "self buffing" spells, so if a communion master casts the spell, it will be casted by all slaves too:

H5: "Heavenly Power" -> Caster gets "Summon Airpower", "Summon Waterpower" and "Summon Firepower" - effects and the "Earth Might" (AoE 5 str boost)spell is casted centered on the caster.

H6: "Heavenly Protection" -> Caster gets stoneskin and improved mr. "Battle Fortune" (AoE 5 luck) spell is casted centered on the caster.

H7: "The Seventh" -> Casts the "Demon Cleansing" BF enchantment and summons Michael, the seventh and the most glorious Archangel.

H8: "Heavenly Shield" -> Caster gets resistances to all elements and Astral + Fire Shield. Also summons one Guardian Angel (a'k'a Angel of the Host)
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  #46  
Old March 3rd, 2010, 06:47 PM
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Question Re: Byzantine Pythium - hype/brainstorming thread

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Working on the mod. Got the archangel summon to work, behold the results:
Excellent!

I'm curious - how did you get a "one spell summons a random member of a small collection of unique entities" effect to work? Or are you just using a separate summoning spell for each archangel? Perhaps you modified the Lords of Civilization spell from EA Hinnom and then overwrote the Grigori units?

Please tell!
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  #47  
Old March 3rd, 2010, 09:28 PM

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Default Re: Byzantine Pythium - hype/brainstorming thread

From what I heard on IRC, he was indeed planning on using the Lords of Civilization spell. It sounds as though he has succeeded.
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  #48  
Old March 4th, 2010, 04:05 AM
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Default Re: Byzantine Pythium - hype/brainstorming thread

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Originally Posted by Stavis_L View Post

Perhaps you modified the Lords of Civilization spell from EA Hinnom and then overwrote the Grigori units?

Please tell!
You guessed correctly, that is exactly what I did. The Lord of Civilization spell was just perfect for this purpose. It only bothers one nation from different era (that doesn't even actually *need* the spell) and gives 6 unique slots. I'm also going to use project as an exercise in mod slot preservation, it is my intention to use as few modding slots as possible. At the moment, it seems that this mod will use 0 unit slots, ~5 spell slots, 3 weapon slots and 1 armor slot. That's about it, really.

As for the Angel I showed in the pic, I know that there are some typoes in the description (and they have been fixed), I just noticed after taking the screenie and coudn't be bothered to take a new one. Also, that whole "his brother was Ezekiel" isn't real Orthodox canon, I just made up to make it fit better in Dom3context. There is some base for it though. Sometimes this archangel, "Barachiel" is confused with "Baraqiel" (meaning "Lightning of God"), who was one of the Grigori mentioned in the Book of Enoch. One unfortunate thing about the overwrites is that he can never face his brother in-game, which would be pretty epic even if extremely unlikely (since he is actually overwriting him).
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  #49  
Old March 8th, 2010, 12:06 PM
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Default Re: Byzantine Pythium - hype/brainstorming thread

Seems like a nice mod.

I like Pythium, but I also like the Byzantine Empire a lot, probably more than I like Pythium. Since the first iteration of Pythium I have been bothered by stuff. The lack of Varanginians is one such bother.

Mods are nice as they lets you have the cake and eat it. I think I will eat this cake (if I start a dom3 game in the forseeable future).
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  #50  
Old March 8th, 2010, 12:44 PM

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Default Re: Byzantine Pythium - hype/brainstorming thread

A KO post! Does this mean that the mysterious project is near completion?
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