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Re: Conceptual Balance Mods - Version 4.0
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That being said the damage difference isnīt that big when you factor strength in. A normal strength 10 troop deals 13 damage with a spear and 15 with a shortsword. Thatīs actually pretty close. |
Re: Conceptual Balance Mods - Version 4.0
Hmm, I wasn't obviously thinking about the sacred troop angle. Well, the weapon modding is in the very beginning, so just snipping out the spears will make it good.
Gotta run now, though. Edi |
Re: Conceptual Balance Mods - Version 4.0
Nothing to say other than thanks again for the work! |
Re: Conceptual Balance Mods - Version 3.0
I would like to use this mod, but I am somewhat confused and this is again a very long thread... http://forum.shrapnelgames.com/image...s/confused.gif
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Re: Conceptual Balance Mods - Version 3.0
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Re: Conceptual Balance Mods - Version 3.0
In my more curmudgeonly moments, I have been known to wish that Dom3 will go back to being unmoddable, so that all this confusion will have to STOP! http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Conceptual Balance Mods - Version 3.0
Thanks for the quick reply and the fix! http://forum.shrapnelgames.com/images/smilies/laugh.gif
PS: Does this include Turin 1.1 or 1.2? EDIT: Hmm, so essentially you are saying that what I wrote before was right, i.e. that 4.1 is a mixture of 3 different attachments to posts in this thread, right? Page 2 doesnt help me, as with my settings there is no page 2 yet, but I have already downloaded and sortet all attachments within this thread. |
Re: Conceptual Balance Mods - Version 3.0
itīs a somewhat fixed version of 1.2. I had forgotten to mod pythiums serpent cult hierogallus hero.
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Re: Conceptual Balance Mods - Version 3.0
I am again confused: The complete mod attached to earlier posts is still 4.0, while Edi writes that the nation mod suffers some serious mistakes which is why he attaches nation mod 4.1, however, there is no complete 4.1 around, is there? Can I just merge the files myself? My players are actually already getting confused because of these changes and resistance against modding is building up... http://forum.shrapnelgames.com/images/smilies/frown.gif
...so can anyone link the definitive complete mod to use, please? ...what are those 'serious' mistakes in 4.0? Are they really serious? I'd rather have my players handle a single file instead of 5 if those 'serious' issues are not so serious... |
Re: Conceptual Balance Mods - Version 3.0
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As I said in my last post, the most current complete mod is attached to one of my posts on page two. I do not believe there are any major issues with it, or even with the version before it (3.0). The reason I have not changed the first post to complete 4.0 is that I am about to release the next major version, possibly even some time today. With luck, this may be the final version, though something tells me otherwise. http://forum.shrapnelgames.com/images/smilies/wink.gif EDIT: Oh, and I'm intimately familiar with the 'resistance against modding' phenomenon. A couple mods have issues or are hard to find the right version and suddenly all of modding is terrible mistake. I find the best remedy is a quick game or two whacking them over the head with base game imbalances. http://forum.shrapnelgames.com/images/smilies/wink.gif |
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