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-   -   Mod: Conceptual Balance 1.21 (http://forum.shrapnelgames.com/showthread.php?t=37577)

Sir_Dr_D February 9th, 2008 10:41 PM

Re: Conceptual Balance Mod 1.2
 
Is it deliberate that carrion woods is now in CB a level zero spell, or is that a bug?

cleveland February 10th, 2008 01:41 PM

Re: Conceptual Balance Mod 1.2
 
Quote:

Sir_Dr_D said:
Is it deliberate that carrion woods is now in CB a level zero spell, or is that a bug?

It appears to be intentional. The code:

#selectspell "Carrion Woods"
#researchlevel 0
#fatiguecost 5000
#pathcost 0 5
#pathcost 1 4
#end

The intention is to drop the research level to 0, increase the nature gem cost to 50, and drop the spell requirement to N5D4.

HOWEVER, there is an error! #pathcost was used instead of #pathlevel (#pathcost is used for pretender design). Thus the spell is still N6D5. Assuming N5D4 is intented, the correct code should be:

#selectspell "Carrion Woods"
#researchlevel 0
#fatiguecost 5000
#pathlevel 0 5
#pathlevel 1 4
#end

I like that it's a deliberately level-0 spell. LA Pangaea is supposed to be crawling with undead animals & manikins; in vanilla that won't happen until well into the late game.

Endoperez February 10th, 2008 03:22 PM

Re: Conceptual Balance Mod 1.2
 
Well, it could also be a 0-level spells to figure out if the changes work. I doubt it is in this case, because the actual spell isn't changed, only requirements and cost, but you never now.

quantum_mechani February 10th, 2008 05:50 PM

Re: Conceptual Balance Mod 1.2
 
Yes, level 0 is intentional, #pathcost obviously is not though, thanks for spotting it.

quantum_mechani February 15th, 2008 09:22 PM

Re: Conceptual Balance Mod 1.2
 
1.21 with various fixes and a little new content up.

iceboy February 15th, 2008 10:10 PM

Re: Conceptual Balance Mod 1.2
 
Quote:

quantum_mechani said:
1.21 with various fixes and a little new content up.

Great! http://forum.shrapnelgames.com/images/smilies/happy.gif

Zeldor February 15th, 2008 10:23 PM

Re: Conceptual Balance Mod 1.2
 
QM:

Did you attach it? http://forum.shrapnelgames.com/images/smilies/happy.gif

quantum_mechani February 15th, 2008 10:25 PM

Re: Conceptual Balance Mod 1.2
 
It replaces the old .zip files in the first two posts.

cleveland February 16th, 2008 12:07 PM

Re: Conceptual Balance Mod 1.21
 
1 Attachment(s)
CBM 1.21 forging reference is attached. It contains 2 .pdf files.

The first pdf, "Single Path Forging Reference," looks like this:
http://img409.imageshack.us/img409/9...pathkn7.th.jpg
Under each of the 8 magic paths, all the "single path" items are listed, grouped by the magic-level needed to forge them, and color-coded to indicate the needed Construction level (blue = Const0...red = Const8). Items that boost magic paths are italicized.

The second pdf, "Dual Path Forging Reference," looks like this:
http://img176.imageshack.us/img176/8...pathvf3.th.jpg
It's a consolidated matrix that groups all similar "dual path" items together, includes the path requirements, and follows the same color convention as before.

EDIT: Removed Carrion Woods "Fix"

quantum_mechani February 16th, 2008 05:48 PM

Re: Conceptual Balance Mod 1.21
 
Actually, even though I forgot to fix that bug, I had decided to scrap the path level change anyway.


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