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August 21st, 2005, 11:37 AM
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National Security Advisor
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Re: Conceptual Balance Mods - Version 3.0
Just noticed there's a fine little bug with the nations mod (and consequently also with the complete mod): The indie witch, recruitable from magic sites, is supposed to have a 2% chance of healing troops. Problem is, you have used the sage ID#, so witch is unchanged and sages also have the healing ability. The correct number for the witch is 154, not 478.
The sage also does not seem to have any greater research bonus than they have as unmodded, so if you want them more effective, maybe bump it up by one? Of course, that makes the metal order wizards and others with a bonus less desirable unless their bonuses are also increased...
Edi
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August 21st, 2005, 12:53 PM
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Lieutenant General
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Re: Conceptual Balance Mods - Version 3.0
Quote:
Edi said:
The sage also does not seem to have any greater research bonus than they have as unmodded, so if you want them more effective, maybe bump it up by one? Of course, that makes the metal order wizards and others with a bonus less desirable unless their bonuses are also increased...
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The sage is intended to be slightly less good than in the base game.
Good catch with the witch/sage typo, it will be fixed in a new version, probably in a few weeks.
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August 21st, 2005, 06:19 PM
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Re: Conceptual Balance Mods - Version 3.0
What does the Conceptual Complete Mod do? The description only mentions it modifies Pretenders but that couldn't be right, could it? There is already a Conceptual Pretender Mod for that.
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August 21st, 2005, 07:09 PM
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Re: Conceptual Balance Mods - Version 3.0
Quote:
ioticus said:
What does the Conceptual Complete Mod do? The description only mentions it modifies Pretenders but that couldn't be right, could it? There is already a Conceptual Pretender Mod for that.
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Ah, you seem to have found another small bug. What it should say is that concept complete combines all the other concept mods into one.
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August 22nd, 2005, 11:35 AM
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National Security Advisor
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Re: Conceptual Balance Mods - Version 3.0
This includes Conceptual Nations Mods, big brother to the Nations mod you asked about in the other thread. They are not combatible.
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September 27th, 2005, 11:55 AM
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Re: Conceptual Balance Mods - Version 3.0
I am again confused: The complete mod attached to earlier posts is still 4.0, while Edi writes that the nation mod suffers some serious mistakes which is why he attaches nation mod 4.1, however, there is no complete 4.1 around, is there? Can I just merge the files myself? My players are actually already getting confused because of these changes and resistance against modding is building up...
...so can anyone link the definitive complete mod to use, please?
...what are those 'serious' mistakes in 4.0? Are they really serious? I'd rather have my players handle a single file instead of 5 if those 'serious' issues are not so serious...
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September 27th, 2005, 12:57 PM
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Re: Conceptual Balance Mods - Version 3.0
Quote:
Chazar said:
I am again confused: The complete mod attached to earlier posts is still 4.0, while Edi writes that the nation mod suffers some serious mistakes which is why he attaches nation mod 4.1, however, there is no complete 4.1 around, is there? Can I just merge the files myself? My players are actually already getting confused because of these changes and resistance against modding is building up... 
...so can anyone link the definitive complete mod to use, please?
...what are those 'serious' mistakes in 4.0? Are they really serious? I'd rather have my players handle a single file instead of 5 if those 'serious' issues are not so serious...
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Yes, it is too bad Edi released a half-a-version nation mod, I think it really increases confusion.
As I said in my last post, the most current complete mod is attached to one of my posts on page two. I do not believe there are any major issues with it, or even with the version before it (3.0). The reason I have not changed the first post to complete 4.0 is that I am about to release the next major version, possibly even some time today. With luck, this may be the final version, though something tells me otherwise.
EDIT: Oh, and I'm intimately familiar with the 'resistance against modding' phenomenon. A couple mods have issues or are hard to find the right version and suddenly all of modding is terrible mistake. I find the best remedy is a quick game or two whacking them over the head with base game imbalances. 
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September 26th, 2005, 03:06 PM
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Re: Conceptual Balance Mods - Version 3.0
Thanks for the quick reply and the fix!
PS: Does this include Turin 1.1 or 1.2?
EDIT: Hmm, so essentially you are saying that what I wrote before was right, i.e. that 4.1 is a mixture of 3 different attachments to posts in this thread, right? Page 2 doesnt help me, as with my settings there is no page 2 yet, but I have already downloaded and sortet all attachments within this thread.
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September 26th, 2005, 03:10 PM
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Re: Conceptual Balance Mods - Version 3.0
it´s a somewhat fixed version of 1.2. I had forgotten to mod pythiums serpent cult hierogallus hero.
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August 23rd, 2005, 07:38 AM
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National Security Advisor
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Re: Conceptual Balance Mods - Version 3.0
Quote:
Good catch with the witch/sage typo, it will be fixed in a new version, probably in a few weeks.
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Not so difficult to find. It was something of an eye-opener to find that my sages had a new command called "Heal troops" available in their command list, so it had to be a mod error. Nothing wrong with the sage entry, so Find->"healer", got the witch and then started looking at IDs.
Good thinking on reducing the sage a bit. they are rather too bloody ubiquitous and that slight nerf makes some national mages more viable as researchers even if a sage is available.
Edi
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