|
|
|
 |

October 15th, 2004, 03:53 AM
|
 |
Sergeant
|
|
Join Date: Apr 2004
Location: Forlì, Italy
Posts: 322
Thanks: 15
Thanked 0 Times in 0 Posts
|
|
Re: Conceptual Balance Series (Mod)
A little "thematic" note about CBS-Spells1.4:
For me is not appropriate to give to (981) Dying Treelord some death levels and to take a nature level. Dying Treelords have much experience and big nature power, but in no case they should be attuned to death. They are dying becuse they are very old (thus very experienced) not because they are death liking. Lastly, for me are obviously very appropriate the Forest Survival and NeedNotEat properties for all the TL.
My two cents.
I forgot to thank you for your wonderful support for this wonderful game.
|

October 15th, 2004, 04:34 AM
|
First Lieutenant
|
|
Join Date: Sep 2004
Posts: 753
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Conceptual Balance Series (Mod)
Ah, Beorne. I forgot to add in the part about Forest Survival and Need not Eat. I had to clear them in order to make the Treelords able to be able to cast Faery Trod so I forgot to replace them in the original readme. 1.4 should have NNE and Forest Survival (if I didn't change them).
For the Dying Treelord:
I had a tough time with him. I think his name is mainly the factor here. I think a better name might be "Vengful" or perhaps "Angry". If you look through the spell lists you'll find some of references and uses of the Nature/Death Combo (Haunted Forest, Manikins, Mandragora). This was the feel I was trying to capture instead of the "Old" Treelord. Perhaps I should rename it to the "the Dead Treelord". Akin to Anthrax and Pedoseion, one who was either killed or has turned evil some how.
|

October 15th, 2004, 05:38 AM
|
 |
Lieutenant General
|
|
Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Conceptual Balance Series (Mod)
Or the "Undying Treelord", albeit given how long it takes trees to die, I can see how a Treelord dying for centuries would become attuned to death from being on the threshold for so long.
Trees and Forests are both life and death, so I think it is perfect thematically to have one of them with death, without being undead, thematically evil, etc.
__________________
Wormwood and wine, and the bitter taste of ashes.
|

October 15th, 2004, 05:59 AM
|
Major
|
|
Join Date: May 2003
Location: Solomon Islands
Posts: 1,180
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Conceptual Balance Series (Mod)
Say Zen, couldn't you throw up a webpage at www.techno-mage.com/~zen/ listing the files that you have there? WIth all the different Versions and soon-to-be many modules, it can get kind of confusing to find what we need...
Edit: I like the list of changes! Haha, no more cheap false horror spam, no more easy ice devil SCs massacring entire armies...
|

October 15th, 2004, 07:01 AM
|
Major
|
|
Join Date: May 2003
Location: Solomon Islands
Posts: 1,180
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Conceptual Balance Series (Mod)
Typographic error in the 1.72 Version of the pretender mod in the description of Son of the Sun (Fire)
It reads:
"The Son of the Sun is a demigod of immense size claiming the divine heritage of teh sun. Possessing considerable magical and physical might, the Son of the Sun is surrounded by an aura of splendor that strikes mortals with awe. The sun has gifted it's heir with such heat that once per season he recieves two Fire gems."
It should be "the" instead of "teh" and "receives" instead of "recieves".
|

October 15th, 2004, 04:16 PM
|
 |
Lieutenant General
|
|
Join Date: Dec 2000
Posts: 2,555
Thanks: 5
Thanked 3 Times in 3 Posts
|
|
Re: Conceptual Balance Series (Mod)
Any changes to "Burden of Time"?
|

October 15th, 2004, 05:49 PM
|
First Lieutenant
|
|
Join Date: Sep 2004
Posts: 753
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Conceptual Balance Series (Mod)
Not at current, no.
I actually stayed away from Globals since my personal experience is that Globals, their effect, and their 'strength' really depends on the players you are playing with.
I've been in situations where any global go up was brought down in a matter of a handful of turns, regardless.
I've also been in a situations where certain globals have stayed up much longer than I feel it should and am pulling my hair out that people are letting them stay up.
So with the variability of this I don't have the personal experience to adjust them one way or the other (the exception being Purgatory which is, to me, less of a game factor).
If you have suggestions, reasoning and such, please post them. As I said before this isn't just a pure "MY WAY OR THE HIGHWAY" type of mod, I'm looking for reasonable feedback to create a better sense of balance. I just merely took the first step.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|