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  #51  
Old May 19th, 2008, 07:52 PM

Aezeal Aezeal is offline
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Default Re: New Mod: Insectoids

So why the death 1?
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  #52  
Old May 20th, 2008, 12:44 AM

Zentar Zentar is offline
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Default Re: New Mod: Insectoids

Quote:
Amos said:
Quote:
Do you get more insects for free when the population dies?

The higher your dominion the more insects you get in the province.
Yes, dominion effects the amount of insects that you get.... but again why would you choose death when you need blood slaves to buy nationals. You can not use gold and resources - you convert population to blood slaves then to queens. So killing off the population with Death-1 or worse Death-3 must have some benefit and I can not see it. If you harvest but don't sow where will you future harvest come from? Do you expand so rapidly that there is always a new green pasture? Does a dying population provide rotting corpses that attract insects providing more workers/soldiers?

When I played this mod, I trashed order and production (chaos3 / sloth3). And then I even took -2 in magic. It seemed that Growth +3 not death made the most sense (and some luck taking advantage of more random events). Then I read that the players were suggesting death-3 over death-1 and now I am totally lost.

Help, I really don't get it. Even though I have no idea what I am doing, I still loved your mod.
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  #53  
Old May 20th, 2008, 04:19 AM
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Default Re: New Mod: Insectoids

Quote:
So why the death 1?
Death 1 because the insects eat the population.

Quote:
So killing off the population with Death-1 or worse Death-3 must have some benefit and I can not see it. If you harvest but don't sow where will you future harvest come from? Do you expand so rapidly that there is always a new green pasture?
The insect hordes grow so fast that they cant think about future harvest. They expand or die from hunger.
Death 3 was proposed as an offensive strategy.
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  #54  
Old September 2nd, 2008, 10:54 AM
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Default Re: Insectoids

Version 0.13

- Gave all Nest and Hive insectoids stormimmune, because even the Nest fliers can borrow and move through underground tunnels;
- "Nectid Queen" got beckon 15 and stealthy 25 so that you have even more reasons to summon her.
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  #55  
Old September 2nd, 2008, 02:03 PM
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HoneyBadger HoneyBadger is offline
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Default Re: Insectoids

Amos, has the Pretender had her 'Holy' removed yet?

Great mod, by the way.
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  #56  
Old September 2nd, 2008, 03:13 PM
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Default Re: Insectoids

Quote:
Amos, has the Pretender had her 'Holy' removed yet?
Why would I do that? The holy is thematic.
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  #57  
Old September 2nd, 2008, 05:12 PM
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Default Re: Insectoids

Because, dear Amos, it doesn't actually work on a Pretender. Or atleast not on that particular Pretender. When I could still play the game, I always had to change it in the DM file to get it to work. I'd otherwise get the 'No Holy' error. And this was a fairly late version of the mod.
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  #58  
Old September 2nd, 2008, 06:26 PM
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Default Re: Insectoids

I'm sorry you got this problem, but it always works for me, and I have played every version of that mod. Is there any solution you can offer that doesn't include removing holy from the pretender? Maybe adding another non-holy version as well for those who has this problem? Or, it can cast "Divine Blessing" as the #onebattlespell, which will not require it to be holy. That will solve this inconvenience for this mod at least.
I'll test the onebattlespell and report back.
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  #59  
Old September 2nd, 2008, 06:36 PM
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Default Re: Insectoids

It didnt work
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  #60  
Old September 2nd, 2008, 07:23 PM
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Default Re: Insectoids

If you could do a non-holy Pretender version of the mod, that would help a lot
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