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October 8th, 2004, 02:34 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Re: Conceptual Balance Series (Mod)
Okay, Readme for v1.7 is now edited. There was not much to do, just caught one mistake that had slipped by earlier (Frost Father had no mention of having Sailing added). Most of the new modifications were either adding something or removing something, not modifying existing values.
Also noticed one curious thing: If both 1.65 and 1.7 are enabled at the same time, the game combines them, at least as long as there is no conflict between them in the modification of a given stat. Creating a Dragon pretender with 1.7 and then additionally enabling 1.65 when starting a game will result in the modification made in 1.7 (removing the +2 def) being ignored, because there is no conflicting modification between the two Versions.
Don't know if this is an issue for MP purposes, but I was curious after Graeme's point about magicless archmages (I'd noticed it myself). Apparently non-conflicting modifications do not trigger that cheat detection.
Oh yes, the new readme file is attached.
Edi
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October 8th, 2004, 03:10 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Conceptual Balance Series (Mod)
Hrm. Never did get an answer to this - being as the land Arch Mage gets dominion 2 now, was the aquatic Arch Mage deliberately left with Dominion 1? (Possibly so, as the aquatic gets Water-1 and also trampling, albeit trampling is ... less than useful for human pretenders.)
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Wormwood and wine, and the bitter taste of ashes.
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October 8th, 2004, 03:27 AM
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First Lieutenant
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Join Date: Sep 2004
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Re: Conceptual Balance Series (Mod)
He is left the same because he costs 0. A significant amount of points that he can apply to dominion or perhaps paths. The Lobster also allows the underwater Archmage to not be picked up by Wind Ride (when he ventures onto land) without the help of Earth or Ethereality.
I could raise his price slightly and give him a slightly higher Dominion in order to keep in theme with the other Archmage.
You also might notice that the Roar doesn't in fact do Fear, that is currently an unimplementable feature, but you should notice that it sounds hella cool when your Lord of the Desert Sun rawrs enemies
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October 8th, 2004, 08:21 AM
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Major
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Join Date: May 2003
Location: Solomon Islands
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Re: Conceptual Balance Series (Mod)
Quote:
Cainehill said:
Well, there's already one or two mods for doing that with scales, I think - one by Saber Cherry (?) and possibly one more.
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I'm aware of those, but how many MP games use them?
Zen's mod on the other hand, is already being used by a few games. So I guess that makes all the difference.
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October 8th, 2004, 11:02 AM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: Conceptual Balance Series (Mod)
Quote:
deccan said:
Quote:
Cainehill said:
Well, there's already one or two mods for doing that with scales, I think - one by Saber Cherry (?) and possibly one more.
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I'm aware of those, but how many MP games use them?
Zen's mod on the other hand, is already being used by a few games. So I guess that makes all the difference.
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I don't know for Solomon Islands games , but in France I've played a couple PBEM with SC scales. O3/M3 was clearly not a no-brainer anymore, I've had one nation literally razed by events in 12 turns in one of them !
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October 9th, 2004, 05:48 AM
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Lieutenant General
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Join Date: Dec 2000
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Re: Conceptual Balance Series (Mod)
So, where can I get the latest Version of this mod, to take a peek at it?
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October 9th, 2004, 06:11 AM
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Major General
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Join Date: Jan 2004
Location: twilight zone
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Re: Conceptual Balance Series (Mod)
Try post #301565, a few Posts above ...
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October 9th, 2004, 06:16 AM
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First Lieutenant
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Join Date: Sep 2004
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Re: Conceptual Balance Series (Mod)
Up here Daynarr
But easier would be www.techno-mage.com/~zen/concept171.zip
Or the Attatchment.
NEWEST VERSION 1.71
Changes from Version 1.7
I mistyped the Light Lance (#357) so it was not recieving it's length bonus.
That is the only change so if you are currently running a game with it, that is the only change.
Notes: I am pretty satisfied with the Mod as it stands right now until more Mod Tools are released. Though I am still taking feedback and very interested in some "Old Fashioned" pretenders that people have tried and if/how it's different and maybe new pretenders.
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October 9th, 2004, 10:50 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Re: Conceptual Balance Series (Mod)
I'll get back to you on the Asynja, I've got to run a few checks on it, but I've not the time until tomorrow. That one might need some tweaking, it's now so unattractive compared to the male titan.
Edi
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October 9th, 2004, 12:59 PM
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Corporal
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Join Date: May 2004
Location: Strasbourg, France
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Re: Conceptual Balance Series (Mod)
I do not know whether I should be openning my mouth in such august company, but isn't there a problem with changing the order/turmoil and luck/misfortune scale? The Marignon&Devils and Spring&Autumn themes would get a major boost. After all, Turmoil is supposed to be a bad scale that keeps these two themes down.
In the same way, some of the nations that are required to take Death and Misfortune would be influenced as well. The Vampire Queen nerf hurt Black Forest Ulm hard. I do not think the theme can actually survive increased penalties for death and misfortune.
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