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Re: Conceptual Balance Mod 1.41
In the chronicles game I noticed that the mercenary cavalry (hector's heavy cavalry? I think that was the group) had the normal hoof attack instead of warhorse hoof. Bug or WAD?
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Re: Conceptual Balance Mod 1.41
If it's any help, the units used in Hector's Heavy Horsemen have the ID 292, and he has ID number 293.
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Re: Conceptual Balance Mod 1.41
Another small thing: Evening Star I think has too low research. I'd say it should be on a level with main Brands (4), not 2 which allows very easy construction of pretty brutal thugs very early...
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Re: Conceptual Balance Mod 1.41
Would it be possible to make the spell "enliven statues" summon attentive statues for MA agartha instead of the normal ones? (bit like iron pigs for marverni) Or to add a similar spell that does? That would be a thematic way to make the nation a little more powerful to balance the nerfs of Umbrals and Risen Oracle (which I suppose are aimed primarily at LA agartha)
I would also give their giant sacreds long spears, that would make them a bit less crappy. |
Re: Conceptual Balance Mod 1.41
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Re: Conceptual Balance Mod 1.41
It's pretty easy to mod a spell so that the AI casts it only when scripted. Make Bone Grinding a personal buff spell that gives haste or something other insignificant and the #nextspell the real effect.
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Re: Conceptual Balance Mod 1.41
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There is a bug in this system, since if the caster already has Haste, he won't cast the spell even if scripted (since the AI thinks that the hacked spell is just a personal buff to give haste). So that means that you can't cast this spell twice in row, since the first casting gives you haste. There are workarounds over this: 1) Make the haste effect mr easily negates. Since most high level casters have ridicilous mr, they will basically never actually get it, but there would still be a problem of some friendly casted "Haste" on the caster (unlikely, but within the realm of possibility) 2) Make it mr negates easily and make it give Twist Fate + haste. Now even if the buff affects the caster, the bone grinding will likely wipe out the "Twist Fate" effect and the only way the AI won't cast it is if the caster has Haste and Twist Fate both active. I really can't see that happening by accident. I have the solution 1 working on a single spell in my Alugra mod on a spell that heals all fatigue but blinks the caster (I really didn't AI casting such a risky spell unscripted). QM, if you're intrested I could start testing the solution 2 on bone grinding. |
Re: Conceptual Balance Mod 1.41
Why was Bone Grinding dropped from 100 fatigue to 99 anyway? It wasn't like no-one was casting it in Vanilla, at least in the games I played.
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Re: Conceptual Balance Mod 1.41
is the version in the first post the latest of this?
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Re: Conceptual Balance Mod 1.41
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Jazzepi |
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