Re: Drain Life
Yes, Zen Rules!
Just an update. I've had a few requests to finish my mods (I don't feel right sending out betas)
I plan on doing so in the next week or so (don't quote me).
I have split the Spells mod into two sections that can easily seperate out what some might feel are unneeded changes. One section will be the actual Spells, the other will be Summons.
Look for that one soon. I also have a slight update on the Pretenders (it seems to have been widely accepted).
The reason I bring this up, is because in the Nation mod, not only do I change alot of units (I'm a little reluctant to release parts of it since Cherry modified some in the same fashion I was and don't want to detract from SC's mod).
There are certain moddable things in the game and others unmoddable. You can't make a great divergence in the gold in Dom2 because you cannot mod (and I have a feeling will not be able to in the future) fortresses. Because of this, you cannot modify the gold of the entire game without dramatically shifting the balance of castle placement for carpet castling. While you can at the same time argue that the castles can be defeated easier because of more troops, it doesn't change the "annoying" factor of dealing with an entire map of castles. I don't think making a mod that can only be played with VP's is a good way.
So in the Nation mod I have modified the supplies to 150% of normal as well as Resources. This creates a real feeling of armies clashing, while not rendering certain scales effects useless (Growth for example, could take Death 3 and still field a fairly decent army with Wineskins).
Just my thoughts. Also, rendering certain spells uncastable (like say, Drain Life) so you are required to have the item, use the slots to use the spell (Like a Standard of the Damned) really changes the dynamic of the game.
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