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Re: Two new MODs from me
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Re: Two new MODs from me
>Sounds like order 3, growth 3, productivity 3, some sort of castle... and anything that's left on the god. With scales that strong I can't imagine taking any negatives or wasting points on a god.
Yes, however the problem I see now is players spending everything on their god instead of wasting points on scales. These scales are similar to Dom1, as Keir suggested. I have never hidden that I don't like the Dom2 scales. The Dom1 scales worked just fine and weren't too extreme then, and as such really are too extreme now. Just different. It's my feeling that this makes choices hard on the players. No easy picks like order-misfortune. No picking two 9s in magics at the cost of death-3 sloth-3 for that unimpressive 6% income hit. My goal is not to spite gods. It's to make all choices viable and interesting. No matter what you choose, you aren't getting something else valuable, whether it's god magic or luck scale. That's what I want. Hard choices because everything is good. Try the mod once it's available. I think you'll find it more balanced than you think. At the least, luck is now a useable scale. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Two new MODs from me
>-30% Gold, -60% Supplies.
>AlexMod Scales >-120% Gold?, -120% Supplies? That's exactly the situation. An abysian army in the arctic needs to bring food. |
Re: Two new MODs from me
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I believe there is always a place for reason in determining what the realism of your fantasy enironment is. As fantasy environments are inspired by historical societies and their myths and legends it is history we draw much from - but also our understanding of geography, physics chemistry - of people, the world, and how it all works. Cheers Keir |
Re: Two new MODs from me
>Scandanivia is either cold 1 or 2 (Vanheim/Jotunheim). It certainly doesn't produce 40% less output per piece of land than England.
A> Cold-1 would be 20% with my mod. B> I'd say the Vikings would disagree with you on the farming versus raiding/migrating to England example. Without modern technologies life in the cold pretty much sucked. Yes people lived in the cold, but not the massively productive ones. The great empires didn't rise from the desert either. There's a reason for this. |
Re: Two new MODs from me
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Re: Two new MODs from me
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Since Johan O. made it clear the whole misfortune free points were history I have spent alot less time on dual bless effect races and my races have generally got stronger (accept when I try blood). I can accept that one 9 is not too hard to get a strong race from since the patch but two 9's? Methinks you overstate your point. Like I said before - strong dominion scales is how Alex has always seemed to enjoy playing, many others do not feel this way. Thats fine. In fact its better than fine - it is down right cool as Alex has obviously been pretty dissapointed, and annoyed, by Dom2 and now he can recapture what he has lost. Kudos to Illwinter. Just goes to show even Swedes can overcome their paternalism. http://forum.shrapnelgames.com/images/icons/icon12.gif Now about those Militia . . . http://forum.shrapnelgames.com/images/icons/icon6.gif cheers Keir |
Re: Two new MODs from me
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Re: Two new MODs from me
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However I think %20 gold modifier per different scale is too much and its the one feature I noticed that really worried me in terms of how it will impact on the game. It is a huge change and will have many potential balence consequences and may prove disastrous for races starting to far from the norm. I thought the current heat cold modifier was 5% not the 10% people seem to have been talking about - least thats what its says in the mod tools and the post from Illwinter I copied into a doc awhile back. Cheers Keir |
Re: Two new MODs from me
>I'd like to see archmages running around with at least four in every path so that they can actually have truly major effects.
As would I. I have always complained that the mage pretenders are weak. This is on my list of things to mod. >There's no way that points spent on a pretender can compete with that kind of economy. That's an ignorant statement. Plenty of players with magic pretenders in Dom1 which had even more gold available than my mod, BTW. Try the mod before making such blanket statements. >Except of course, that they aren't hard choices, because there is no way for a rainbow mage to be worth the points you spent on him. They aren't worthwhile now. But that's another fight. http://forum.shrapnelgames.com/images/icons/icon12.gif >It doesn't though, it's really quite easy to keep yourself warm with a bit of basic knowledge and furs. Heck, ancient humans lived in Northern China long before they were likely to have fire. Sure, many people settled in places with bad climates. However they spent their time surviving. Certainly more time surviving and less time producing taxable income than those living in more temperate lands. >Ever heard of Egypt The nile valley was hardly a harsh place. This is a stupid argument and I'm not playing anymore. If you really want to believe that people are equally adept in all temperatures, you go right ahead. Don't like my mod? Fine. Don't use it. Nobody is twisting your arm. Play the game the way you want. |
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