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  #1  
Old September 26th, 2004, 05:46 PM

Zen Zen is offline
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Default Re: Conceptual Balance Series (Mod)

Enjoy it and give me some feedback when you've had a chance to try it.

Additional Changes (that I forgot!)

Weapon: Bile - +1 AoE

Naga - -1 Enc (Total 3, now)
Golden Naga - -1 Enc (Total 3, now)
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  #2  
Old September 26th, 2004, 07:55 PM

Zen Zen is offline
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Default Re: Conceptual Balance Series (Mod)

Please note the current Version 1.5. I went back and forth on a few changes and ended up just giving in to the (wait and see).

Reasons for this: The Mod tools limit your actual choices. Whereas things you would like to put in that might be thematically and strengthening, just don't work right now (I.E. Fountain of Blood cannot get Blood Slave income because #gemprod doesn't work with Blood Slaves).

You only need the latest Version of the Mod Enabled (and would be best to have only that one enabled).

Edit: The Attatchment has been removed from the first post, the Attatchment 3 Posts up, is 1.5.
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Old September 27th, 2004, 03:45 AM
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Edi Edi is offline
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Default Re: Conceptual Balance Series (Mod)

All right, new readme is ready and attached to this post. All new changes have been documented. I've added some extra info as well so that those who might wish to know it will not have to look at other documentation (namely the Unit_ID and Weapons_&_Armor spreadsheets by yours truly) to find what they need.

Zen, a few comments and questions:

First and most important comment: I had a hunch when editing the readme and checked the mod file. You have forgotten to mod the secondshape monsters for the three dragons, dracolich, ***** queen, serpent king and smoking mirror.

These monsters (several of which are human forms) are very weak and simply crowbait if the pretenders assume those forms. The monsters you need to apply most or some of the same changes as you put on the actual pretenders are:
402 Crone - ***** Queen alternate form
267 Frost Father - Blue Dragon alternate form
226 Great Sage - Red Dragon alternate form
268 Master Druid - Green Dragon alternate form
645 Bog Mummy - Dracolich alternate form
858 Jaguar - Smoking mirror alternate form
654 Serpent King - Serpent form

Second, did you try to send me a PM yesterday? If you did, I didn't get it. I had the blinking envelope when I logged in, but there were no Messages in my inbox. Either resend, post here, or toss me an email (preferable, as the PM system seems less than reliable).

Third, have you considered commenting your mod? If anybody wants to take a look at the specific changed as implemented in the actual mod file, adding e.g. --[name] after the #selectmonster <nbr> or #selectweapon <nbr> commands will make the file a lot more readable (even to yourself, maybe?) I know from mapmaking that everything on a given line after -- will be ignored as commentary.

Edi
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Old September 28th, 2004, 08:39 AM
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Default Re: Conceptual Balance Series (Mod)

Quote:
Edi said:
All right, new readme is ready and attached to this post. All new changes have been documented. I've added some extra info as well so that those who might wish to know it will not have to look at other documentation (namely the Unit_ID and Weapons_&_Armor spreadsheets by yours truly) to find what they need.

Where can i download your Weapons&Armor spreadsheets ?
And is there a document with all modding commands shown ?
Thnx for the info
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Old September 28th, 2004, 04:01 PM
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Default Re: Conceptual Balance Series (Mod)

Quote:
Boron said:
Where can i download your Weapons&Armor spreadsheets ?
And is there a document with all modding commands shown ?
Thnx for the info
You can find the W&A spreadsheet in the Modding projects sticky thread, it's there as an attachment in my post.

Afaik, there is no document that lists all of the modding commands. Most can be found in the modding.pdf, but some were introduced in a later patch and the documentation is not ready. IW made some noises about the documentation being forthcoming as soon as they can get it done, but I've no idea when that is.

Edi
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Old September 28th, 2004, 12:33 PM

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Default Re: Conceptual Balance Series (Mod)

Quote:
(I.E. Fountain of Blood cannot get Blood Slave income because #gemprod doesn't work with Blood Slaves).
I have no any experience with making mods, so I might be way off, but Belphegor- King of Hell (I Think) has Blood Slave Income. So the game at least has some kind of commander setting for this.
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Old September 28th, 2004, 12:53 PM
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Default Re: Conceptual Balance Series (Mod)

Quote:
Balmoth said:
Quote:
(I.E. Fountain of Blood cannot get Blood Slave income because #gemprod doesn't work with Blood Slaves).
I have no any experience with making mods, so I might be way off, but Belphegor- King of Hell (I Think) has Blood Slave Income. So the game at least has some kind of commander setting for this.
Hm i tested it now and it seems no gemproduce command works

Perhaps the command is wrong that it is not #gemprod but something else like #gemproduce ?
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Old September 28th, 2004, 02:33 PM
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Default Re: Conceptual Balance Series (Mod)

Leave the blood thorn as it is, just remove life-drain from it. Simple. Now it will be used for its proper purpose, and not as a melee weapon...
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Old September 28th, 2004, 03:10 PM

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Default Re: Conceptual Balance Series (Mod)

Yes, I know there is alot in the game that is there that you cannot mod because they have not been 'unlocked' or made to mod. Belphegor produces Bloodslave and Turn by Turn summons Militia.

the #gemprod works for every other type of gem except for Blood Slaves, unless there is a different syntax for Blood Slaves than the standard
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Old September 28th, 2004, 03:13 PM
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Default Re: Conceptual Balance Series (Mod)

Quote:
Zen said:
Yes, I know there is alot in the game that is there that you cannot mod because they have not been 'unlocked' or made to mod. Belphegor produces Bloodslave and Turn by Turn summons Militia.

the #gemprod works for every other type of gem except for Blood Slaves, unless there is a different syntax for Blood Slaves than the standard
Hm i tested it with #gemprod 6 1 which should produce after my understanding 1 nature gem / turn but it didn't work either .
Is my above mentioned syntax correct or did i do a typo there ?

A small suggestion : What do you think of making Ryleh freespawns upkeepfree and making maenads Neednoteat ?

And a question cause i haven't much modding experience yet : Is it possible to make e.g. Daugthers/Mothers of Avalon not capitol only ?
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