|
|
|
 |
|

February 3rd, 2008, 01:05 AM
|
Lieutenant General
|
|
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
|
|
Conceptual Balance 1.21
Documentation is still unfortunately lagging behind the changes, but here is a rough list of updates:
*Dwarven hammers back to base game prices.
*Independent commanders now cost only slightly more than in the base game.
*Mother of monsters spawns monsters.
*Phoenix has auto phoenix pyre effect.
*Mother of Rivers has auto rain effect.
*Star of heroes, star of thraldom, evening star made area of effect.
*Worthy Heroes 1.8 merged into CB complete/nations.
*Several troop summons made commanders (demon jesters, scorpion men, kithaironic lions, giant eagles, amphithetre).
*Many national summons improved.
*Bear claw talisman cheaper.
*Moon warriors improved.
*New nations updated to fit CB.
Version 1.21:
*Fixed aoe weapon bugs.
*Fixed Starting troop and recruitment bugs.
*Fixed several residual item changes that should have been removed (thistle mace, charcoal shield, research items).
*Fixed magic scale bug.
*Magic (x)bow items improved.
Last edited by lch; August 25th, 2008 at 06:45 PM..
|

February 3rd, 2008, 01:06 AM
|
Lieutenant General
|
|
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
|
|
Re: Conceptual Balance Mod 1.2
Segmented version.
|

February 3rd, 2008, 03:43 AM
|
Second Lieutenant
|
|
Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
Thanks: 8
Thanked 9 Times in 7 Posts
|
|
Re: Conceptual Balance Mod 1.2
Thanks QM.
Your changes to the prtenders in particular make the game more interesting.
Now if there was only creative things that could get done with regular commanders.
|

February 3rd, 2008, 04:07 AM
|
Lieutenant General
|
|
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
|
|
Re: Conceptual Balance Mod 1.2
Auto-Spawning of weak national troops for national commanders was in the works for this version, in fact I even had it modded in for most nations, but in the end it just seemed a little too messy.
|

February 3rd, 2008, 09:54 AM
|
National Security Advisor
|
|
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
|
|
Re: Conceptual Balance Mod 1.2
Ooh! Exciting. I will definitely have a play with this later today.
|

February 3rd, 2008, 10:08 AM
|
 |
Sergeant
|
|
Join Date: Sep 2007
Location: Haleiwa, Hawaii
Posts: 396
Thanks: 7
Thanked 8 Times in 4 Posts
|
|
Re: Conceptual Balance Mod 1.2
woohoo!
thanks qm ^^
__________________
'Raol the knight shall now be known as the prophet of Bob'
Sorry I think stuff like thats funny
Check out my first map: Sha Bay
|

February 4th, 2008, 11:55 AM
|
 |
Captain
|
|
Join Date: Oct 2007
Location: guess - and you'll be wrong
Posts: 834
Thanks: 33
Thanked 187 Times in 66 Posts
|
|
Re: Conceptual Balance Mod 1.2
I think I found an error.
It seems the intention was to give the Star of Heroes an 1 AOE armor destruction.
However, as coded, the Star of Heroes now has a 1 AOE damage attack AND a 1 AOE armor destruction. Further, the Magic Sceptre has also been given this ability. It's a simple numbering error: 172 = magic sceptre, 173 = star of heroes, and 174 = armor destruction.
As coded (first 3 entries under "Items"):
#selectitem "Star of Heroes"
#constlevel 0
#end
#selectweapon 172
#secondaryeffectalways 173
#end
#selectweapon 173
#aoe 1
#end
EDIT: also need to remove original secondary effect
I think it's supposed to be:
#selectitem "Star of Heroes"
#constlevel 0
#end
#selectweapon 173
#secondaryeffect 0
#end
#selectweapon 173
#secondaryeffectalways 174
#end
#selectweapon 174
#aoe 1
#end
|

February 4th, 2008, 04:37 PM
|
Lieutenant General
|
|
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
|
|
Re: Conceptual Balance Mod 1.2
Quote:
cleveland said:
I think I found an error.
It seems the intention was to give the Star of Heroes an 1 AOE armor destruction.
However, as coded, the Star of Heroes now has a 1 AOE damage attack AND a 1 AOE armor destruction. Further, the Magic Sceptre has also been given this ability. It's a simple numbering error: 172 = magic sceptre, 173 = star of heroes, and 174 = armor destruction.
As coded (first 3 entries under "Items"):
#selectitem "Star of Heroes"
#constlevel 0
#end
#selectweapon 172
#secondaryeffectalways 173
#end
#selectweapon 173
#aoe 1
#end
EDIT: also need to remove original secondary effect
I think it's supposed to be:
#selectitem "Star of Heroes"
#constlevel 0
#end
#selectweapon 173
#secondaryeffect 0
#end
#selectweapon 173
#secondaryeffectalways 174
#end
#selectweapon 174
#aoe 1
#end
|
Thank you, I'll get a fix uploaded soon.
As for the scale issue, that's about the third time that's cropped up, I think it only effects the segmented version. Anyway, I'll upload a fixed version for that soon as well.
|

February 4th, 2008, 03:37 PM
|
Private
|
|
Join Date: Oct 2007
Posts: 12
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Conceptual Balance Mod 1.2
Hmm, I've found an interesting bug:
Magic scale in the segmented mod is worth +33RP!

|

February 4th, 2008, 05:04 PM
|
 |
Captain
|
|
Join Date: Oct 2007
Location: guess - and you'll be wrong
Posts: 834
Thanks: 33
Thanked 187 Times in 66 Posts
|
|
Re: Conceptual Balance Mod 1.2
QM: more corrections for the other Stars...
Star of Thraldom should be:
#selectitem "Star of Thraldom"
#constlevel 0
#end
#selectweapon 218
#secondaryeffect 0
#end
#selectweapon 218
#secondaryeffectalways 219
#end
#selectweapon 219
#aoe 1
#end
Evening Star:
#selectitem "Evening Star"
#constlevel 2
#end
#selectweapon 304
#secondaryefect 0
#end
#selectweapon 304
#secondaryefectalways 305
#end
#selectweapon 305
#aoe 1
#end
The Evening Star one is important, because as it stands, the square being attacked is hit with Weakness as many times as there are units which occupy it. So in a square containing 3 units, each will be hit with Fire once, and Weakness three times. In a square containing 6 units, each will be hit with Fire once, and Weakness six times. Poor hobbits.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|