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-   -   Mod: Conceptual Balance Mod 1.6 (http://forum.shrapnelgames.com/showthread.php?t=43949)

Sombre April 16th, 2010 10:57 AM

Re: Conceptual Balance Mod 1.6
 
It was pretty damn boring. I'd rather they were all artificially inflated up to be thugs, frankly. Even if sticking enc 1 or reinvig and elemental resistances and boosted hp on some mortal doesn't make total sense, I figure it's cool because hell, Beowulf ripped the army off grendel. See what I mean? Heroes are legends. Legends, despite being mortal, are not constrained by mortal limits.

Edi April 18th, 2010 09:19 AM

Re: Conceptual Balance Mod 1.6
 
Okay, for people who may like to use different portions of the CBM mod but don't want to use all of it, here is the solution to your problems:

Conceptual Balance Mod v1.6: The Piecemeal Edition

You can download the mod from here. The same location also houses the Better Independents mod, the Dom3 DB and the Faerun map.

I have copy-pasted the text of the readme file I created for the CBM Piecemeal Edition (included in the zip file):


------------


The CBM 1.6 Piecemeal Edition contains the (almost) unaltered CBM 1.6 mod, but it is chopped up to sections. The complete CBM version is also included, but uses a different banner than the original CBM complete. Some minor things have also been fixed in this version (see below).


CHANGES AND FIXES
  • The selectnation31 typo for the Locksmith hero is fixed.
  • Duplicate entry for Pike has been removed from weapons section
  • Weapons & armor changes are organized so that modifications to existing weapons and armor come before adding new weapons or armor.
  • All weapon modding for existing weapons selects them by weapon number instead of name
  • The weapons and armor section has been moved to the top of the mod code in the complete version. This was done to ensure maximum compliance with good modding practices, since weapons and armor are more basic entities than units. Any new ones must be defined before being used by any unit, so moving the code to the beginning guarantees this.


BANNERS

All mod banners for the CBM Piecemeal Edition were made by Ballbarian. You can customize the pic for the complete mod if you like, because there are several alternatives.



SECTIONS

Each section deals with a specific aspect of the game:
  • Pretenders
  • Scales
  • Spells
  • Nations
  • Items (two versions)
  • Heroes (the old Worthy Heroes plus modifications)
  • Independents

All sections of the mod except Scales contain the fixed weapons and armor section to guarantee compatibility. Any changes should be done in a single mod and the entire section replaced across all the sections.

There are two versions of the item mod:
  • The "GG off" version makes the fever fetish, clam of pearls and bloodstone artifacts
  • The "GG on" version leaves them unaltered

The CB Independents mod contains all the CB modifications to independent units, which allows mixing and matching for better compatibility with other mods such as Better Independents.

The Worthy Heroes mod sections and its subsequent additions during the course of CBM development have been renamed CB Heroes for the sake of simplicity.

The site mods to Whispering Woods and Farm of Plenty are included in the Nations section. Since these changes do not assign altered or new units and only change the rarity, they are placed out of order in terms of mod command processing (see modding manual). This change does not result in anything being broken.

There is a combo file that combines the Whispering Woods and Farm of Plenty site modifications, pretenders and scales all in one file named Gods & Scales for convenience. This is originally for my own convenience, since Pretenders and Scales are the portions I most frequently use.

Sombre April 18th, 2010 10:03 AM

Re: Conceptual Balance Mod 1.6
 
Quote:

Originally Posted by Edi (Post 741068)
All weapon modding for existing weapons selects them by weapon number instead of name

What's the actual benefit of this? The drawback is that it makes renumbering trickier.

Edi April 18th, 2010 10:09 AM

Re: Conceptual Balance Mod 1.6
 
Quote:

Originally Posted by Sombre (Post 741075)
Quote:

Originally Posted by Edi (Post 741068)
All weapon modding for existing weapons selects them by weapon number instead of name

What's the actual benefit of this? The drawback is that it makes renumbering trickier.

Existing weapons, as in those weapons that were already in the vanilla game. E.g. Short Bow (#23) and so on.

I did not change any references to the new weapons or how weapons are referred to in unit code.

The way I understood the renumbering to work, that was only relevant to making mods compatible with each other, so it would only be an issue for new weapons that the mods added.

Sombre April 18th, 2010 10:50 AM

Re: Conceptual Balance Mod 1.6
 
Ah, only changed existing ones. Gotcha.

WraithLord April 24th, 2010 04:34 AM

Re: Conceptual Balance Mod 1.6
 
My thanks for the great work done so far on CBM. It's a real achievement!

Would it be possible to request a "deluxe" edition of CBM? - basically a CBM bundled with a few falvor or gfx mods such as:
- Streamers and Standards
- Community Sprites
and possibly:
- Endgame Diversity Summons

llamabeast April 24th, 2010 06:23 AM

Re: Conceptual Balance Mod 1.6
 
Actually I was planning on doing pretty much exactly that.

WraithLord April 24th, 2010 07:42 AM

Re: Conceptual Balance Mod 1.6
 
Sounds great llamabeast. I'm looking forward for your release. I hope this bundle will ultimately be considered the standard for MP & SP games. I will probably use it for each and every of my future games :)

Sombre April 24th, 2010 09:04 AM

Re: Conceptual Balance Mod 1.6
 
The MA and LA mod combos have streamers, cbm and endgame diversity already.

llamabeast April 24th, 2010 09:07 AM

Re: Conceptual Balance Mod 1.6
 
Yes, I meant to mention: Sombre's combo mods could also pretty much be considered standard for MA and LA games, as they have a good combination of mods rolled into them. They additionally have nation mods, which you can use or not use as you prefer.

I have some ambition to include cut-down versions of the community sprite mod and possibly the magic site mod as well. "Conservative" versions if you will, which contain only elements that I think the large majority of players will be happy to have included. Going through the magic site mod might be quite hard work though.


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