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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old February 3rd, 2008, 01:05 AM

quantum_mechani quantum_mechani is offline
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Default 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.
Attached Files
File Type: zip 578909-CBcomplete1.21.zip (99.6 KB, 958 views)

Last edited by lch; August 25th, 2008 at 06:45 PM..
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  #2  
Old February 3rd, 2008, 01:06 AM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.2

Segmented version.
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File Type: zip 578910-CBsegmented1.21.zip (98.3 KB, 421 views)
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  #3  
Old February 3rd, 2008, 03:43 AM

Sir_Dr_D Sir_Dr_D is offline
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Default 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.
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  #4  
Old February 3rd, 2008, 04:07 AM

quantum_mechani quantum_mechani is offline
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Default 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.
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  #5  
Old February 3rd, 2008, 09:54 AM

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Default Re: Conceptual Balance Mod 1.2

Ooh! Exciting. I will definitely have a play with this later today.
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  #6  
Old February 3rd, 2008, 10:08 AM
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Default Re: Conceptual Balance Mod 1.2

woohoo!

thanks qm ^^
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  #7  
Old February 4th, 2008, 11:55 AM
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Default 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
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  #8  
Old February 4th, 2008, 04:37 PM

quantum_mechani quantum_mechani is offline
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Default 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.
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  #9  
Old February 4th, 2008, 03:37 PM

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Default Re: Conceptual Balance Mod 1.2

Hmm, I've found an interesting bug:

Magic scale in the segmented mod is worth +33RP!

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  #10  
Old February 4th, 2008, 05:04 PM
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Default 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.
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