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October 3rd, 2004, 08:19 PM
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General
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Join Date: Nov 2000
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Re: Conceptual Balance Series (Mod)
Quote:
Arryn said:
Some players may actually like that, but overall it's not the way most other mods are handled.
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It's necessary when modifying pretenders, as otherwise they will be turned into magicless archmages whenever the costs are changed.
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October 3rd, 2004, 08:24 PM
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Major General
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Join Date: Jan 2004
Location: twilight zone
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Re: Conceptual Balance Series (Mod)
Quote:
Graeme Dice said:
It's necessary when modifying pretenders, as otherwise they will be turned into magicless archmages whenever the costs are changed.
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Really? I hadn't known that. Few mods tweak pretenders, hence my ignorance. Sounds like a seriously bad BUG in the mod system that should have a high priority in getting fixed by IW. Thanks for explaining it.
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October 8th, 2004, 12:35 AM
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First Lieutenant
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Re: Conceptual Balance Series (Mod)
Woo!
Another Version based on some concrete feedback.
I have taken the liberty of updating the Readme to my limited extent, though you may want a final word from Edi. Since that's where the checks are signed!
www.techno-mage.com/~zen/conceptp17.zip
In the near future I will release the Spells, Items, and Nations portion of this mod. It is sectional for the reasons that if you feel one portion of the mod fits your mood or your friend's idea of balance. Then you may mix and match, not adhering to the full "Series". Though most of the changes complement each other and certain changes in one mod reflect other things (Like this Version the Lance and Light Lance have been directly modified because of it's relationship to SC's and length issues. While this may affect nations in the game, it is for the purpose not to enhance those using these weapons, but to balance out the new concept of "Wing Buffet". It also has rational or logical/thematic roots as well).
Note: The Mod is also in the Attatchment.
Zen Approved and Tested
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October 8th, 2004, 12:53 AM
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Major
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Join Date: May 2003
Location: Solomon Islands
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Re: Conceptual Balance Series (Mod)
Zen, since the general approach that you have taken seems to be oriented towards eliminating "no-brainer" choices whe it comes to Pretenders and magic items, might you be enticed to do the same for scales, since at present it seems that a very limited combination of scale choices are considered by most to be "no-brainers"?
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October 8th, 2004, 01:09 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Conceptual Balance Series (Mod)
Well, there's already one or two mods for doing that with scales, I think - one by Saber Cherry (?) and possibly one more.
Oh, and I disagree that they're no brainers. After all - I still take Turmoil-3 Luck-3 sometimes.
__________________
Wormwood and wine, and the bitter taste of ashes.
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October 8th, 2004, 08:21 AM
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Major
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Join Date: May 2003
Location: Solomon Islands
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Re: Conceptual Balance Series (Mod)
Quote:
Cainehill said:
Well, there's already one or two mods for doing that with scales, I think - one by Saber Cherry (?) and possibly one more.
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I'm aware of those, but how many MP games use them?
Zen's mod on the other hand, is already being used by a few games. So I guess that makes all the difference.
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October 8th, 2004, 11:02 AM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: Conceptual Balance Series (Mod)
Quote:
deccan said:
Quote:
Cainehill said:
Well, there's already one or two mods for doing that with scales, I think - one by Saber Cherry (?) and possibly one more.
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I'm aware of those, but how many MP games use them?
Zen's mod on the other hand, is already being used by a few games. So I guess that makes all the difference.
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I don't know for Solomon Islands games  , but in France I've played a couple PBEM with SC scales. O3/M3 was clearly not a no-brainer anymore, I've had one nation literally razed by events in 12 turns in one of them ! 
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October 8th, 2004, 01:14 AM
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First Lieutenant
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Join Date: Sep 2004
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Re: Conceptual Balance Series (Mod)
I actually have a mod, already completed that does this. However, I don't feel it would be wise to release it just yet until I has sufficent testing to fit it where I like.
Certain issues that I feel should be adjusted is the reliance on the Order scale for gold, the very limited impact of the Growth Scale and that certain Luck events are blunted and placed into a Category of "Mildly annoying" and "Does not scale as the game progresses".
While certain things can be adjusted others cannot (You cannot even mod the Magic scale at all) and the scales are not interchangable in mod types (Like Giving Order +6% Income per scale and +.5 Growth along with -5% Event). So I am left with only running in the variables left to me to find a happy equilibrium that any effect, positive or negative has an impact, including certain scales that are required for nation/themes.
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October 8th, 2004, 01:15 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Conceptual Balance Series (Mod)
Hey Zen! You got the blood gem income working on the pretenders? Woohoo! Slonshal!
__________________
Wormwood and wine, and the bitter taste of ashes.
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October 8th, 2004, 01:18 AM
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First Lieutenant
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Join Date: Sep 2004
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Re: Conceptual Balance Series (Mod)
I *am* an evil genius, after all.
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