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Arryn said:
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Endoperez said:
Alneyan - A series of mods that remove spells over levels like 4 has been made, but I don't know where you could get it. It was announced on the forum, so Arryn or someone might have it, though.
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From what I recall, someone mentioned the feasibility of doing such a mod, but AFAIK, it's not been released. Or if someone actually went through with making it, I never saw a thread where it was made available. Else I'd be hosting it as I do so many other files.
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Haha, I've got one =) I made it for use with the Recruitable Rebalance Test Game, but it uses an older version of Daesthai's Spell Tome (1.15) and thus some of the spells were slightly off (a couple site-search spells had incorrect costs, and a couple spells were the wrong level, and a couple of names were mispelled). So it's good that you're not hosting it because it still has a few errors, though they have not affected the game at all.
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Alneyan said:
On a slightly unrelated topic, for Saber Cherry: I was considering hosting a game with limited research, as there were a few players who expressed an interest in "not being able to go beyond level 4 in research", as in the demo. Your null mod would be very useful for the purpose (though there remains the matter of magic items).
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Since the Recruitable Rebalance game started, Daesthai has released a new Tome revision, and I've examined every spell in the Tome and compared them to the in-game spellbook, so if there are any errors, they have escaped both Daesthai and myself (and some other people who looked at the Tome). I strongly doubt there are any major errors, or more than 1-2 trivial errors. That data is the basis for the current Magic Null Mod.
I set up an excel file to easily generate mods based on certain parameters... but unfortunately, it only affects spells, not magical artifacts
Still, if you give me some rules (like "No spells whatsoever above level 4" or "all spells over level 4 should cost double, and all spells over level 5 should cost triple" or "all blood summons should cost at least 100 slaves" or "all Death-gem summons should be disabled" or "No evocation over level 5") I'll be happy to generate a mod to the specifications. It will take way less time than manually editing every spell in the "null mod," as long as the rules are very general like the examples I gave.
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Such a game would really be better with a unit-balancing mod like yours, however. Do you believe your mod is ready enough for this kind of setup, or that it would benefit from this sort of test field, or should I wait for the results of the current "uncontrolled lab experiments"? (That is, the MP game using the mod)
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In my opinion, version 7.31 is ready to roll
. Boron noted a bug (I intended and claimed to give Jaguar Warriors regeneration, but they do not, in fact, regenerate), which is the only known outstanding issue, and I'll fix it before you start the game. Otherwise... everything seems fine. There will be changes in version 8.0, of course (especially based on the archery thread), but 7.31 does not seem to have any exploits, unbalance any units, or contain any bugs (other than the one I mentioned). So if your group wants to play with it, then please do so! And yes, BTW, it would benefit from this sort of field test, especially since not all nations and themes (notably Ermor, Ryleh, Atlantis, Ctis, and Mictlan) are present in the current test game. No pressure, of course, I'm just very enthusiastic