
June 20th, 2004, 10:30 PM
|
Second Lieutenant
|
|
Join Date: Feb 2004
Location: Titusville, FL
Posts: 450
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Pretender Balance Mod
Quote:
It was. All that's needed to add a pretender choice to a nation should be:
#selectmonster -monsternumber-
#restrictedgod -nationnumber-
#end
In general it does work. However when I tried to give the VQ back to Ermor, it didn't work for Ermor. I haven't tried with the warlock, but if someone knows the monster number for him, I'd be glad to try it.
|
According to the ID file, he's 486. Skratti appears to be 500.
Quote:
Otherwise, they could still be added, but would need to be reconstructred, which works for many not-too-complex types, but getting the graphics is a bit of a chore (I have several mods more or less ready but stalled because it takes me hours to get the sprites right).
|
The graphics is a problem.
Quote:
I like the general ability & path-adding/boosting approach of Zen's mod (1W1D would be useful for Frost father since cold and undead go together, though I agree 2W or 1W1A might be more appropriate).
|
I think the reason he's WD is because he's an Ice Druid, and Ice Druids get WD. I see it as perfectly appropriate that he's WD.
Quote:
I also like the idea of a code tweak that would mean humans could be better at raising paths they don't start with, without needing to give them all a starting level. Seems like a long shot for IW to agree and code it, though.
|
It doesn't too hard to code, to be honest. I'm not a programmer, though.
Another option is to vary path costs by the nation you choose. Abysia gets cheap Fire and Blood, but very bad Water, etc.
Quote:
Another possible approach would be to increase new path costs for non-humans even farther, but that would reduce the options for non-humans, which might not be good.
|
I personally think that this doesn't really solve the problem, because of the math I originally posted. Now, if the path cost was _cumulative_ (meaning: first new path was pathcost, second new path was 2xpathcost), it would enhance the 'specialist' vs. 'generalist' role that the path cost already serves.
Note: I don't think that the old path costs may be appropriate under this new system.
__________________
Scott Hebert
Gaming Aficionado
Modding Beginner
|