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  #31  
Old January 12th, 2004, 07:02 PM
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Default Re: patch 2.06 out

Is there a way to enforce scales in a mod similar to a theme? Like make it mandatory to have +3 scale magic to with the modded nation?

Is the ability to edit or create new magic sites planned to be included?

[ January 13, 2004, 15:30: Message edited by: Teraswaerto ]
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  #32  
Old January 12th, 2004, 07:07 PM
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Default Re: patch 2.06 out

Quote:
Originally posted by johan osterman:
quote:
Originally posted by Teraswaerto:
quote:
Originally posted by johan osterman:
It isn't listed among the changes but there is also a new lvl 3 priests spell: smite demon.
I dont't see it in the priest spell list.
I saw it there just an hour ago, if by priest spell list you mean the spells selectable as a battle spell order. It is after the others in the list.

Apparently it's only available in games created with 2.06.
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  #33  
Old January 12th, 2004, 07:13 PM

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Default Re: patch 2.06 out

Kristoffer,

Thanks for the prompt response.

If I patch, will a game begun in 2.02 keep the scales of 2.02, which is what I think most folks would like, or will it "update" the scales automatically with no way to reverse the update, which is what I understand your comments to indicate is what will happen?

Thanks.
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  #34  
Old January 12th, 2004, 07:22 PM
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Default Re: patch 2.06 out

Concerning Smite Demon,

It says "Magic Resistance Negates". Is there any penetration bonus? With the normal penetration of 11, smiting a mere imp (MR=13) would only work 37% of the time, and a devil (MR=17) would be 14%... and this from expensive level 3 priests! I would think a penetration of 15 would be minimal, and 16 or 17 about right, considering that demons tend to have very high magic resistance...

[ January 12, 2004, 17:23: Message edited by: Saber Cherry ]
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  #35  
Old January 12th, 2004, 07:34 PM
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Default Re: patch 2.06 out

Turning Ulm into a stealthy, undead nations...

Somebody must have a sick sense of humour ...
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  #36  
Old January 12th, 2004, 07:37 PM
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Default Re: patch 2.06 out

>Just make several APOGER MODs. A general one for scales and one for each nation to mod. The secrecy is lost, but you can at least choose which nations to mod.


C'mon, when Illwinter makes a new theme it does not replace the main theme, it's simply an option that's selectable. Why make mods ridiculously clunky when you already have a method of adding in content?

Until we have the ability to add/edit/remove any theme, the mod tools are nothing more than a kludge (IMHO).
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  #37  
Old January 12th, 2004, 07:51 PM
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Default Re: patch 2.06 out

A couple bugs...

Marignon:

1) Missionaries can go over seas without taking units, but are not stealthy! I think they're supposed to be stealthy, because otherwise they are worse than priests (cost 60).

2) Marignon's ocean theme starts with a Friar commander, which is unavailable - should be a captain.

3) "Chartmaker" spelled "Cartmaker" in description.

4) Not a bug, but... they no longer have a cheap commander unit! Cheapest commander has cost 75, more expensive even than Abysia, Rlyeh, and Jotunheim. (P.S. I suggest a "Retired Sea Dog" - his sailing days are over but his pension is too small, so he comes out of retirement to use his commanding presence, though he stays on land only. Starts with 2 random afflictions, usually "lost an eye" and "limp").

Ulm:

1) Commander is shown with a sword & shield, but equipped with a pike and shield (3 hands).

2) Master Alchemist cannot do alchemy without magic picks. Seems a bit odd... =) (P.S. At 50 points, I'd expect him to start with 1 magic level, like the 55 point human mages. Fire or earth would be thematic for an alchemist.)

-Cherry

[ January 12, 2004, 18:01: Message edited by: Saber Cherry ]
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  #38  
Old January 12th, 2004, 07:55 PM

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Default Re: patch 2.06 out

Quote:
Originally posted by Saber Cherry:
Concerning Smite Demon,

It says "Magic Resistance Negates". Is there any penetration bonus? With the normal penetration of 11, smiting a mere imp (MR=13) would only work 37% of the time, and a devil (MR=17) would be 14%... and this from expensive level 3 priests! I would think a penetration of 15 would be minimal, and 16 or 17 about right, considering that demons tend to have very high magic resistance...
Penetration on the level you suggest with the spells 15 armor negating damage and 100 precision would be a bit much, I think. As it is it is worse than dom1 banishment used to be againt imps but better than banishment against small numbers of powerful demons.
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  #39  
Old January 12th, 2004, 07:58 PM
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Default Re: patch 2.06 out

Quote:
Originally posted by apoger:

C'mon, when Illwinter makes a new theme it does not replace the main theme, it's simply an option that's selectable. Why make mods ridiculously clunky when you already have a method of adding in content?

Because our way of adding it is WAY more clunky than the stuff you have. Adding a new theme requires me to make sprites and add them in one file, statistics in one file, magic in another, the units for the theme in one place, colours in another place, etc.

You have everything in one text file. Therefore the current solution. It might very well be changed without too much difficulties.

Neither of us at Illwinter have ever played modded games, so we're quite new to the concept. This is the first try. I like it, but it can be improved.
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  #40  
Old January 12th, 2004, 08:00 PM
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Default Re: patch 2.06 out

Quote:
Originally posted by SurvivalistMerc:
Kristoffer,

Thanks for the prompt response.

If I patch, will a game begun in 2.02 keep the scales of 2.02, which is what I think most folks would like, or will it "update" the scales automatically with no way to reverse the update, which is what I understand your comments to indicate is what will happen?

Thanks.
Yes, the scales will be "updated".
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