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AProperGentleman [author] Jul 11 @ 10:09pm
Yep, this mod is rendered obsolete by Divine Edition.
@AProperGentleman
Where is "Divine Edition?"
Or are you referring to the new Age of Myth 2?
Thanks
If you try Divine Edition, does it work?
And Sikyx, where does the game crash? Does it happen before or after the main menu screen? What's your currently enabled language?
@sokratis that is very odd -- it should work in supremacy. But at least it's working!
@anglinex You mean the ingame techtree like for the other cultures? Sadly, that's not possible without replacing another. At least, not yet.
I don't think I've hit that balance yet, though -- that'll take way more playtesting to accomplish. Do you have any specific ritual comments for me? Any rituals you've found particularly interesting/helpful or particularly useless?
@FohnJarmey
1: I agree -- aside from the Cultists of Cthulhu, who are pretty strong one-pop myth units in their own right, they're all very similar. Unfortunately, there's a hardcoded game limitation that units can have only one transformation. That's why I have to have one cultist per god, as that's the only way I can have the unique transformations.
3: Some of the Myth Units (namely Formless Spawn, Unwraveler, Serpent of Yig) feel a bit too limited in their usefulness right now. The former two in particular feel too weak and it feels like you're nerfing yourself too much compared to your opponent picking up an early combat myth unit.
Otherwise really neat! I like this quite a lot.
1: Cultists. The Cultist mechanic is interesting but getting an entirely new cultist with each Minor/Major God is just too much. By the end of a battle you have 5 different cultists, all sharing the same icon/appearance/stats and it seems like the only reason for having multiple is that each one has a different transformation? I think the Cultist system would work much better if there were only one type of Cultist but each new Minor God worshipped unlocks a new transformation for them. This would lead to the Temple being way less cluttered in terms of icons and you wouldn't need to click between different cultists until you find the one you want.
Cont.d next post
I recommend not playing against the Atlantean AI -- it has a tendency to just not build temples, ever. Frankly, I have no idea why, and in the Divine Edition beta, I've just given them a hack where they just automatically get a free temple at around four minutes in. All the other cultures should be fine, though, as their AI is far more resilient.
Thanks! And the wendigos' volume has definitely been reduced, don't worry!
@Colonel Bahamut
Thanks! I've gotten all of the histories written for all the techs and units, along with a quote or passage for each one. When the beta for Divine Edition comes out, you'll be able to read up on everything! As for Levy and Conscript, I left it in for the dock units, but not having it for Military Center, Training Ground, or Grand Temple units was a conscious choice. I felt that the late game for Eldritch was a little TOO strong, what with infinite god powers and the Grand Temple units, so I scaled back their training speed in the late game to compensate.
Apart from that, this mod is just spectacular
Sorry to say that the new build isn't being released right now, though -- suffice to say it's coming with a LOT of extra stuff ;)
The reason you'd make Cultists of Shub-Niggurath as an economic force is for the greater production -- sure Townsfolk are better at resource gathering, but you've only got one TC for quite a while and you can build as many temples as you like to get an army of cultists of Shub-Niggurath. Basically, you get something kinda like a water map economy if you get a lot of herdables, which you can supplement with the occasional Blessed Child. In the later game, when you want your population to be better-handled, you can either sacrifice them in the Sacrificial Circle, turn them into Dark Young to be butchered by your Townsfolk, or just delete them. I do highly recommend keeping a few around to build Night Trees, though -- in my experience, the permanent, safe, and ideal woodline is very, very powerful, even if it is a bit expensive to set up. Just remember to keep only one Townsfolk per tree, and you'll be good even with Carpenters and the tree directly next to a dropoff point.
As for the pdf, I need to update it -- I'll add the minor gods at that point. Until then, Yog-Sothoth and Shub-Niggurath are the two that can have Dagon.
And finally, Cultists of Shub-Niggurath are significantly slower than farms in general. They gather almost as much as the herdable will fatten over time (except for the Blessed Child, which you get from the Darkwood Ritual at the Library, who can handle six). Husbandry does significantly improve their gather rates, making them far more viable in the later game, but it doesn't affect the ratios -- one Cultist of Shub-Niggurath per goat, six per Blessed Child.
This looks very promising. Is it still worked on ?
Apologies for the extremely late reply btw, I've been very busy with college and getting ready for graduate school.