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Re: New Mod: Law of the Commonwealth
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Re: New Mod: Law of the Commonwealth
Version 0.08
- New spell "Craft Citadel"; - Raised resource cost for Energy Shield; - Warden got patrol bonus; - Shadow got stealth bonus and +1 to def & mr; - Elders and Teacher got +1 to mr. |
Re: New Mod: Law of the Commonwealth
Ships are too skilled in Astral. They can cast imprint soul, afair without boosters, and craft rings of sourcery(of wizardry too, if given a crystall coin/RoS). IMHO you need to lover their skill and requirements of "Wormhole" spell to 4 or even 3. Wormhole is national, so there's nothing too bad will hapen.
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Re: New Mod: Law of the Commonwealth
Played a bit more. Spotted that Book of law has Holy 1 and Sacred. This is strange - always thought that pretender can't be a priest of itself.
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Re: New Mod: Law of the Commonwealth
I believe that in the current version, pretender/priests do not crash the game, but personally I avoid using them (either all of the pretenders should be priests, or none, is my feeling.)
I'm not 100% sure of this, though - do you sometimes still get the "no unholiness" error? |
Re: New Mod: Law of the Commonwealth
Raised the "Craft Ship" cost to 50. There is no need to drastically change a unit if you can simply tweak its price.
As for holy magic, I'm of the opinion that most pretenders should have holy magic (unless the chassis is simply inappropriate for it). After much debate I've started to add the holy magic frugally in cases when I felt the pretender just couldnt do without. |
Re: New Mod: Law of the Commonwealth
Methinks holy magic on pretender is a stupidity. That will automaticaly cause the prophet to be 'more holy' http://forum.shrapnelgames.com/images/smilies/happy.gif than god itself. God is a GOD, not a priest, especially a weak priest.
The only way I see a holy magic on pretenders is an extra lvl of holy magic(holy5), restricted to gods only... P.S. Raised a 'Craft Ship' price to 50 to. Removed holy magic from book's stats. Sorry http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: New Mod: Law of the Commonwealth
Version 0.09
Gave all crafted units coldpower. There is a bug. The coldpower command doesnt work but gives the unit chill instead. |
Re: New Mod: Law of the Commonwealth
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- Lowered price for "Craft Turret" spell to 3. |
Re: New Mod: Law of the Commonwealth
One Suggestion:
I'd give the most expense guys (410) a bit more access to Astral Magic. For a nation that has a 5S nation spell it sure has a hard time casting it. I think this would also help DrP's observation and make them more attractive to recruit (I found I didn't really need them). Great looking art and theme though. Seems pretty well balanced compared to vanilla. |
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