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  #1  
Old February 25th, 2005, 11:59 PM
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The_Tauren13 The_Tauren13 is offline
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Default Re: Conceptual Balance Series (Mod)

Seems to me that heat and cold are no longer very important. What with both prod and growth giving 4% income, the 5% loss from the temp doesnt look like very much, when you consider that:
-the 10% supplies is of very marginal use
-4% income, 20% supplies, and .3% growth is much better than 5% income and 10% supplies
-in most cases 4% income and 15% resources is better than 5% income and 10% supplies
-1/4 of the time the scale will be closer to the desired temp (if you take it all the way to 3), so if you take cold 3 with a nation that prefers neutral temp, it will only act as (on average) 13.75% income loss, which is actually less damaging than only 2 turmoil points.

I think it would be better off being at least as damaging if not more so to help maintain the temperature as part of a nation's flavor, so I would suggest making it 7% income loss, just like the order scale. That way nations will typically stick with their prefered temp, but if you want to take some cold to e.g. help your ice devils, 1 point of order would make up for that. Now, I don't think this is possible with the modding tools, but it would be even better to make it hurt income and something else (resources?) to avoid just simply doubling up the order scale...
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Old February 26th, 2005, 12:49 AM
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Default Re: Conceptual Balance Series (Mod)

Just some quick suggested changes to the pretender descriptions:



Oracle description:
"The Oracle is tremendously strong in it's Dominion and magically powerful. Within it's sacred waters heavenly light gathers forming two Astral pearl each season."
should be
"The Oracle is tremendously strong in its Dominion and magically powerful. Within its sacred waters heavenly light gathers to form two Astral pearls each season." (it's -> its; it's -> its; pearl -> pearls; forming -> to form)

-- Son of the Sun (Fire) description:
"The Son of the Sun is a demigod of immense size claiming the divine heritage of the sun."
should be
"The Son of the Sun is a demigod of immense size claiming the divine heritage of the Sun." (sun -> Sun)
also
"The sun has gifted it's heir with such heat that once per season he receives two Fire gems."
should be
"The Sun has gifted its heir with such heat that once per season he receives two Fire gems." (sun -> Sun; it's -> its)

Hag description:
"The Hag is also a master of magic and can be adept in several of the magic Paths."
I would capitalize 'magic' also because when you said the same thing in the Rime Mariner's description you had it capitalized, so in the interest of consistancy:
"The Hag is also a master of magic and can be adept in several of the Magic Paths." (magic -> Magic)
Also, I would make the same change in the old crone's (now a hag also?) new description.

Monolith description:
"...but it can possess willing targets in order to make it's will heard and to perform tasks such as forging items for enchantment"
should be
"...but it can possess willing targets in order to make its will heard and to perform tasks such as forging items for enchantment." (it's -> its)
also
"Druids perform monthly rituals of harvest and nature at the Monolith, focusing the energy into the form of two Nature gems during seasonal festivals."
I would change to:
"Druids perform monthly rituals of harvest and nature at the Monolith, focusing the energy into the form of two Nature gems." (removed 'during seasonal festivals')

#end
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  #3  
Old February 26th, 2005, 09:32 AM
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Default Re: Conceptual Balance Series (Mod)

*Agrees with The Tauren about spelling changes* There is also the same it's => its in the mod descriptions.
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Old March 18th, 2005, 01:13 PM
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Default Re: Conceptual Balance Series (Mod)

One concern about your Spell Mod with which we are doing now a game :
Aim gives 100 precision but eagle eyes you left unchanged .

That is imo an unfair advantage for nations like caelum and vanheim compared to nations with nature magic like pangenea .

Otherwise the mod is great , some well thought changes
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Old March 18th, 2005, 01:51 PM

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Default Re: Conceptual Balance Series (Mod)

My mages always want to cast aim on archers instead of themselves Perhaps this is why. Or could just be an oversight.
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  #6  
Old June 19th, 2005, 05:59 PM
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Default Re: Conceptual Balance Series (Mod)

Are you ever going to upload the item mod and the latest pretenders mod onto your webpage?
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Old June 21st, 2005, 11:34 AM

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Default Re: Conceptual Balance Series (Mod)

I think the -10 is a pretty good solution. I can't think of a better solution that can actually be modded.

You can always cast +str spells or use +str items (bear claw talisman, boots of giant strength), etc. Alternatively, cast astral weapons or even weapons of sharpness. Plus now you have something to do with heroic strength.

Life drain weapons are very powerful in the unmodded game. I don't think that they are near useless with this mod. You can still wipe out a ton of troops with the right SC. I agree that people will switch to other tactics, but isn't that the point?
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Old July 18th, 2005, 11:12 PM

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Default Re: Conceptual Balance Series (Mod)

Oracle doesn't seem to be spawning astral gems. How does this work exactly?
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Old July 18th, 2005, 11:35 PM

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Default Re: Conceptual Balance Series (Mod)

Quote:
Huntsman said:
Oracle doesn't seem to be spawning astral gems. How does this work exactly?
Normally, they apear in the oracle's gem box. However, there is a bug in the current version where it no longer produces them.
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Old March 18th, 2005, 03:17 PM
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Default Re: Conceptual Balance Series (Mod)

The precision Aim gives cannot be changed. Are you sure you haven't confused the precision the spell is casted with (100 with Mind Burn, 1 with Falling Fires, -3 with Cloud of Death) with the precision bonus the spell gives?
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