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Half of that then.
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Re: Conceptual Balance Series (Mod)
Are you ever going to upload the item mod and the latest pretenders mod onto your webpage?
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Re: Conceptual Balance Series (Mod)
I think the -10 is a pretty good solution. I can't think of a better solution that can actually be modded.
You can always cast +str spells or use +str items (bear claw talisman, boots of giant strength), etc. Alternatively, cast astral weapons or even weapons of sharpness. Plus now you have something to do with heroic strength. Life drain weapons are very powerful in the unmodded game. I don't think that they are near useless with this mod. You can still wipe out a ton of troops with the right SC. I agree that people will switch to other tactics, but isn't that the point? |
Re: Conceptual Balance Series (Mod)
Hi Zen.
We're using your mods in a Faerun game which started last month. I have Luck +3 scales -3 Turmoil and am wondering about the statistical odds of all these bad events. Over 20 turns we're looking at like 4:1 bad v/s good events with no (none, zippo, ziltch) bonus gold events, and no invasion events. Two or three events each turn, so the events are coming, but..... Could this be a MOdding problem, or am I simply experiencing an outlaying anomoly of [img]/threads/images/Graemlins/icon04.gif[/img] luck? -Yc |
Re: Conceptual Balance Series (Mod)
Are you sure you've got the mod turned on? An 11 turn test I just ran for something I was writing about CW, I had as many as 3 events in a turn while I only had 1 province. Probably 20 events in all, and I got only 1 bad event out of those 20 : about 6 or so gave gold in amounts ranging from 75 to 500, 4 or 5 gave gems, 1 gave a magic item, 2 gave (feh) militia and a priest. |
Re: Conceptual Balance Series (Mod)
I'm using Scales Mod 1.02 a.k.a. 1.2 and I have Turmoil 3 and Luck 3 and I would say that I'm reasonably lucky. I have gotten two Immortal Heroes of Tien Chi and a Necromancer, for example. :-)
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Hmm...Guess I'll have to just tough it out!
-yc |
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Can anyone tell me where can I find the info on the new scales (the new numbers that is)?
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itīs in the dm file:
#deathincome 4 -------> means one scale of growth(death) raises(lowers) income by 4%. #deathdeath 3 --------> means you get 0.3% more pop per turn per growth scale. #slothincome 4 --------->means one scale of productivity(sloth) raises(lowers) income by 4%. #slothresources 15--------->means one scale of productivity(sloth) raises(lowers) resources by 15%. #misfortune 13------> one scale of luck makes a good event 13% more likely. #eventisrare 20------> raises the chance that an event becomes a rare event. |
Re: spell mod and elementals
About the spell mod and elementals:
I like the fact that elementals have been made cheaper to summon in combat; they're viable battlefield spells now. However, I worry that they may be too good, especially "living clouds/earth/water/fire" (the one that summons 4 elementals for still only 1 gem). I think the normal elemental summoning should stay at 1 gem, but that living earth should be moved to 2 gems. That's still cheaper than it was in the original game. Also, it's still worthwile compared to the normal elemental summoning: that one summons 1 elemental for 1 gem. Living Earth summons 4 elementals for 2 gems, a nice x2 effect for your research investment. Right now in Zen's mod, it's a x4 effect, and that seems a little unbalanced. But, I don't mind if it stays the way it is, if so I'll just continue to cast the crap out of it when I get the research level. |
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