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Re: CPCS v. 0.4 - adds 46 new spells.
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Re: CPCS v. 0.4 - adds 46 new spells.
Burn I'm very impressed by what you've done here, from a modding perspective it's exciting stuff. I will hopefully have a chance to test it a bit more this weekend.
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Re: CPCS v. 0.4 - adds 46 new spells.
Burn: First, I've had a similar reasoning for wanting more spells, _for the exact same underlying reason_. (That is, A/F Phoenix just has no spells to make use of it.)
I'm playing CPCS along with CBM and Endo's Kaleva mod, and the Steam spell is brutal. With F3W1, and Phoenix Power, you can blanket entire areas of the enemy army, and they really do just keel over. It's fun stuff. :) It might need to be toned down a bit, though. |
Re: CPCS v. 0.4 - adds 46 new spells.
Well, I can see an A/F Phoenix kicking major *** with archers by casting desert wind, depending on how it scales.
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Re: CPCS v. 0.4 - adds 46 new spells.
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Conj lev 3, R:25+, Prec:3, AoE:1, NoE:3+, Dam: 2+(AN, fire), cloud lasts for 2 turns, UW- The problem probably lies in the number of effects. Althought the damage is minor, the clouds can stack on top of each other and the cause massive damage. I'll probably change it to NoE:2+ and make the damage just 2 (non-scaleable with extra fire magic) Quote:
Thau lev 3, R:5+, Fat:40, Prec:10, AoE:1+, UW- It's AoE:1+ so it scales with one extra square after each extra fire level. So my F6A6 phoenic could bless 6 squares of archers. (that's 24 flame arrowed and guided archers!) |
Re: CPCS v. 0.4 - adds 46 new spells.
Burn: I think one or the other change (and I lean towards the NoE change) would be sufficient.
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Re: CPCS v. 0.4 - adds 46 new spells.
While more specific and dedicated play testers than myself have actual constructive criticism to give, I'm afraid I have nothing but praise. I've been playing with this mod enacted most of the time for about a month now, and I've never noticed anything other than seamless integration into the larger game. I appreciate the nice work.
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Re: CPCS v. 0.4 - adds 46 new spells.
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I'll probably start recruiting folk to CPCS MP game at the end of the month. So anyone out there has suggestions and ideas, please speak up so that I'll be able to get the changes incorporated to the new version I'll probably make in preparation of the game (I have the Steam spell to fix, might just as well fix something else while I'm at it). |
Re: CPCS v. 0.4 - adds 46 new spells.
Oooh... I really want to find time to look really carefully at CPCS and help with the long-promised English suggestions. Unfortunately my thesis, combined with my poor time management, is foiling me (haven't been able to fire up Dom3 for a fair while now). Hopefully soon! I'm very excited about this and the Holy War mods.
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Re: CPCS v. 0.4 - adds 46 new spells.
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