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February 9th, 2008, 10:41 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
Thanks: 8
Thanked 9 Times in 7 Posts
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Re: Conceptual Balance Mod 1.2
Is it deliberate that carrion woods is now in CB a level zero spell, or is that a bug?
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February 10th, 2008, 01:41 PM
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Captain
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Join Date: Oct 2007
Location: guess - and you'll be wrong
Posts: 834
Thanks: 33
Thanked 187 Times in 66 Posts
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Re: Conceptual Balance Mod 1.2
Quote:
Sir_Dr_D said:
Is it deliberate that carrion woods is now in CB a level zero spell, or is that a bug?
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It appears to be intentional. The code:
#selectspell "Carrion Woods"
#researchlevel 0
#fatiguecost 5000
#pathcost 0 5
#pathcost 1 4
#end
The intention is to drop the research level to 0, increase the nature gem cost to 50, and drop the spell requirement to N5D4.
HOWEVER, there is an error! #pathcost was used instead of #pathlevel (#pathcost is used for pretender design). Thus the spell is still N6D5. Assuming N5D4 is intented, the correct code should be:
#selectspell "Carrion Woods"
#researchlevel 0
#fatiguecost 5000
#pathlevel 0 5
#pathlevel 1 4
#end
I like that it's a deliberately level-0 spell. LA Pangaea is supposed to be crawling with undead animals & manikins; in vanilla that won't happen until well into the late game.
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February 10th, 2008, 03:22 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Conceptual Balance Mod 1.2
Well, it could also be a 0-level spells to figure out if the changes work. I doubt it is in this case, because the actual spell isn't changed, only requirements and cost, but you never now.
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February 10th, 2008, 05:50 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Conceptual Balance Mod 1.2
Yes, level 0 is intentional, #pathcost obviously is not though, thanks for spotting it.
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February 15th, 2008, 09:22 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Conceptual Balance Mod 1.2
1.21 with various fixes and a little new content up.
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February 15th, 2008, 10:10 PM
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Corporal
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Join Date: Mar 2004
Posts: 153
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Thanked 3 Times in 3 Posts
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Re: Conceptual Balance Mod 1.2
Quote:
quantum_mechani said:
1.21 with various fixes and a little new content up.
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Great! 
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February 15th, 2008, 10:23 PM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Conceptual Balance Mod 1.2
QM:
Did you attach it? 
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February 15th, 2008, 10:25 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Conceptual Balance Mod 1.2
It replaces the old .zip files in the first two posts.
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February 16th, 2008, 12:07 PM
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Captain
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Join Date: Oct 2007
Location: guess - and you'll be wrong
Posts: 834
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Thanked 187 Times in 66 Posts
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Re: Conceptual Balance Mod 1.21
CBM 1.21 forging reference is attached. It contains 2 .pdf files.
The first pdf, "Single Path Forging Reference," looks like this:

Under each of the 8 magic paths, all the "single path" items are listed, grouped by the magic-level needed to forge them, and color-coded to indicate the needed Construction level (blue = Const0...red = Const8). Items that boost magic paths are italicized.
The second pdf, "Dual Path Forging Reference," looks like this:

It's a consolidated matrix that groups all similar "dual path" items together, includes the path requirements, and follows the same color convention as before.
EDIT: Removed Carrion Woods "Fix"
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February 16th, 2008, 05:48 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Conceptual Balance Mod 1.21
Actually, even though I forgot to fix that bug, I had decided to scrap the path level change anyway.
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