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Re: Adept's Balance Mod 1.00 ready
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Re: Adept's Balance Mod 1.00 ready
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Re: Adept's Balance Mod 1.00 ready
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I'll fix that today and post that. Sorry about the confusion. I feel the not-quite-well-thought-out name caused much needless drama. I guess "realism mod" in all it's pretentiousness will give people the right idea? And thanks for the support :) |
Re: Adept's Balance Mod 1.00 ready
[quote=rdonj;785548]
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I'm going to want to make a late age (and early age) version of the Independent Kingdom mod for instance, and now that you mention it, axe armed heavy cavalry sounds like something I should try ;) ...not to mention anti-heavy-armour troops using hammers. The Sonnenkinder mercs are quite interesting under this mod. Their effectiveness is mostly unchanged, but the anti armour weapons can come handy occasionally. |
Re: Adept's Balance Mod 1.00 ready
There we go. Name shortened to Adept's Mod to avoid confusion. v 1.10 should be definite now, unless somebody finds and reports a bug.
If somebody can tell mow how to change the name of the thread, I'll fix it there as well. |
Re: Adept's Balance Mod 1.00 ready
First press edit, in the edit window there is a button named "go advanced" next to the save button, press that and you can edit the title of teh thread.
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Re: Adept's Mod (weapon, magic and monster changes)
Thanks :)
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Re: Adept's Mod (weapon, magic and monster changes)
Hmm, I think I missed out something obvious when doing this.
Currently I think that the price of hiring militia should be dropped from 7 to 5 gold. That way it would actually be worth it sometimes to get militia instead of properly trained infantry. Currently militia is just practically never worth the purchase and the upkeep. |
Re: Adept's Mod (weapon, magic and monster changes)
i've longed for the pivotal moment when militia rush would become a viable strategy
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Re: Adept's Mod (weapon, magic and monster changes)
Do i smell sarcasm or is it just the pair of socks im wearing ?
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