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April 17th, 2005, 10:56 PM
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Re: Gygjas
Quote:
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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April 18th, 2005, 02:09 AM
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Re: Gygjas
Quote:
Arryn said:
Quote:
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.
Quote:
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 
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April 18th, 2005, 06:40 AM
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Re: Gygjas
Well, I will likely start that game soon then. If the spell reduction is something like "no spells above level 4", it will be easy enough to do on my own (find #researchlevel 5, replace all with #researchlevel 12, wash, rinse, repeat). Other, harder changes would be interesting too: maybe something like "double cost to all spells", for another kind of game... Hmm.
Now to the big one: compiling all item names on level 6 and 8.
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April 18th, 2005, 06:46 AM
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Re: Gygjas
Quote:
Alneyan said:
Now to the big one: compiling all item names on level 6 and 8.
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Have fun, and be sure to post it when it's finished 
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April 28th, 2005, 08:13 PM
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Couple quick things...
Heya, first time poster but long time lurker here.
Unit# 682 isn't actually the ermorian standard.
668 is... at least if I'm not mistaken. I checked a base-theme Ermor and confirmed this (changed the Unit# in your mod to 668 to test).
Also... with the Ryleh land national troops a few suggestions/ideas:
Unit 971 the Hybrid Soldier: Perhaps make them more in line with the Illithid Soldiers in the sense that they get a mind blast? The Hybrid Lords get a mind blast similar to how the Illithid Lords do... it makes alot of sense to me. Otherwise there is really little point to having this unshielded, trident wielding trooper as just more "fodder" as opposed to all the many other choices that Ryleh has for this function. I suggest instead giving them mind blast like their larger and much stronger Illithid cousins and raising their gold cost to about 40(45?) or so. I think this is around reasonable considering they have half the HP of Illithids, 4 less str, 3 less prot, 1 less att, 2 more defense, 2 less size (good/bad - less food/easier trampled).
Also instead adding ambidexterity to all of the tentacled hybrids perhaps adding #bonus to weapon #85 would be the better solution? Unless I'm mistaken and this unbalances some other unit that has tentacles as well as standard limbs. Either way it makes a good degree of sense that a unit will either be humanoid and have tentacles growing out of him/her as an extra benefit... or a creature that only has tentacles as limbs. Both fit being #bonus type weapons.
Also... some of the Ryleh earlier void summons have really low attack ratings for imho no particular reason. This causes some of their special melee abilities to be virtually useless (like paralyze and steal strength) since they never will hit after they use all of their mind blasts.
#752 has a paralyze melee attack... but a 6 att.
Suggestion: Raising to 9 or 10.
#759 It's not bas enough that they're only aquatic... but they have life drain AND paralyze with a whopping 5 att.
Suggestion: raising to 10
#755 and 756 (the Otherness and Lesser Otherness) - They have a crush melee attack but a 5 att. this makes them virtually useless offensively against anything equal size or larger.
Suggestion: Raising att to 8 (reasonable increase without making them uber against same-size or larger creatures)
Also I can't find offhand the monster# of the greater otherness, but perhaps raising their att to 8 as well if you can find the #.
These are just a bunch of things I came accross that seemed rather strange/inconsistent wit the rest of the game. I know that Ryleh is really strong as is... but these are commonly under/unused or really limited unit types before the changes.
Also... may I suggest changing the kick from Chi Shoes (Weapon# 175) to #bonus as well? It seems silly that gore isn't considered into weapon length factors, but a magical kick is.
Thanks for reading all this... hope it's of some use. Thanks for all the hard work on this mod as well, so many of the changes are right in line with what I've wanted for a while now.
Resok
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April 28th, 2005, 09:27 PM
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Re: Couple quick things...
Also the pangaea national hero (Monster #540) - The White Minotaur remains unchanged.
He is now weaker than the standard minotaur lords and I'd suggest increasing his stats to perhaps +1 higher than the standard minotaur lords.
Resok
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April 30th, 2005, 08:07 AM
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Re: Couple quick things...
Resok,
Thanks a lot for finding and noting these errors and anomalies! As for Ambidextrity versus #bonus, I think #ambidextrous command became available first, which is why I use it. But #bonus would be a better way to deal with it, so I'll make that change. And I'll look into all of your Void Summon suggestions; I never really noticed their low attack ratings before. Void Summons should be good units, and there are other ways to balance Ryleh if their changes end up making the nation substantially more powerful.
I'll put out a new revision within 24 hours or so that corrects all of them.
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May 15th, 2005, 05:50 PM
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Re: Couple quick things...
Well, Frank,
Ulm just doesn't need many BP units or BK against indies, at least at strength <=7.
Just build Arbalests, shielded chainmail units, back them with the Prophet casting SoC and it's done ...
Still I'll have a closer look at the mod's Ulm setup.
Maybe you could also couple the mod with Zen's scale : Prod is much better with it, so it helps our tin-can builders  .
I agree that the Smith needs a random Elemental. Why are Ulm smiths so much worse than Vanheim's dwarves ?
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May 19th, 2005, 09:03 PM
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Lieutenant General
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Re: Couple quick things...
Quote:
PDF said:
Why are Ulm smiths so much worse than Vanheim's dwarves ?
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