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  #51  
Old February 9th, 2008, 10:41 PM

Sir_Dr_D Sir_Dr_D is offline
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Default 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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  #52  
Old February 10th, 2008, 01:41 PM
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cleveland cleveland is offline
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Default 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?
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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  #53  
Old February 10th, 2008, 03:22 PM
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Default 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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  #54  
Old February 10th, 2008, 05:50 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.2

Yes, level 0 is intentional, #pathcost obviously is not though, thanks for spotting it.
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  #55  
Old February 15th, 2008, 09:22 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.2

1.21 with various fixes and a little new content up.
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  #56  
Old February 15th, 2008, 10:10 PM

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Default Re: Conceptual Balance Mod 1.2

Quote:
quantum_mechani said:
1.21 with various fixes and a little new content up.
Great!
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  #57  
Old February 15th, 2008, 10:23 PM

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Default Re: Conceptual Balance Mod 1.2

QM:

Did you attach it?
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  #58  
Old February 15th, 2008, 10:25 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.2

It replaces the old .zip files in the first two posts.
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  #59  
Old February 16th, 2008, 12:07 PM
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Default 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"
Attached Files
File Type: zip 581549-Dom3_and_CBM1.21_Forging_References.zip (155.0 KB, 105 views)
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  #60  
Old February 16th, 2008, 05:48 PM

quantum_mechani quantum_mechani is offline
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Default 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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