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Re: Conceptual Balance Mods - Version 3.0
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The same goes for the demonic laughter, it seems the best way to me, but if other people have a problem with it, I may change it. |
Re: Conceptual Balance Mods - Version 3.0
Hmm, alright. I guess what gives me the image of ice being so essential is that almost every piece of description tells us how the Seraphs make the ice armament of the Caelian warriors, which in the game's context should be hard to do without water magic. (Surely the high seraphs can't be bothered with such a menial task!) I can't find a single reference to lightning or thunder, though, but maybe I'm just lax. Now that was just me being snide, sorry, I'll shut up on the matter. http://forum.shrapnelgames.com/images/smilies/happy.gif Thanks for the work again, though; I like most other parts of the mods!
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Re: Conceptual Balance Mods - Version 3.0
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Re: Conceptual Balance Mods - Version 4.0
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At the risk of making this thread as cluttered of the last one, here is a new version, with many fixes.
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Re: Conceptual Balance Mods - Version 4.0
I might have found a bug.
The winged shoes cost 5 air + 5 air (not just 10 air). Is that correct? Pasha |
Re: Conceptual Balance Mods - Version 4.0
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Re: Conceptual Balance Mods - Version 4.0
Ok. If I know it is intentional, then it is not confusing!
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Re: Conceptual Balance Mods - Version 4.0
I vote for base! : P
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Re: Conceptual Balance Mods - Version 4.0
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Same thing might be done with the life draining weapons - if you make them require death-3, it puts them more or less out of the reach of non-death nations. But if you make them death 2 + death 2, the expense goes up without shafting the nations that don't start strong in death magic. |
Re: Conceptual Balance Mods - Version 4.0
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