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September 8th, 2005, 12:19 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: Conceptual Balance Mods - Version 4.0
Quote:
Cainehill said:
Same thing might be done with the life draining weapons - if you make them require death-3, it puts them more or less out of the reach of non-death nations. But if you make them death 2 + death 2, the expense goes up without shafting the nations that don't start strong in death magic.
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Since it ends up looking so weird, I would really rather keep use of the technique to a minimum. The goal with lifedrain weapons is that they are now nerfed enough (and other weapons boosted enough) that not having access to them is not a huge deal.
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September 9th, 2005, 06:16 AM
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Captain
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Re: Conceptual Balance Mods - Version 4.0
In the nation mod, the Newt still ain't right. This time it's got the description in the mod-file, but with the #name command. So, in effect it's got a borked name and no description, the poor thing. 
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September 9th, 2005, 08:59 PM
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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 Mods - Version 4.0
Heh. Amusing typo on Abyssia's Blood of the Humans theme; the Guardians of the Pyre are "trained as priests or [/i]scared[/i] warriors."  Also, the name of 2nd commander from the left for the theme's "When the humanbred population w".
__________________
Wormwood and wine, and the bitter taste of ashes.
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September 11th, 2005, 09:27 AM
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Lieutenant General
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Location: Bavaria , Germany
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Re: Conceptual Balance Mods - Version 4.0
Quote:
quantum_mechani said:
Quote:
Cainehill said:
Same thing might be done with the life draining weapons - if you make them require death-3, it puts them more or less out of the reach of non-death nations. But if you make them death 2 + death 2, the expense goes up without shafting the nations that don't start strong in death magic.
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Since it ends up looking so weird, I would really rather keep use of the technique to a minimum. The goal with lifedrain weapons is that they are now nerfed enough (and other weapons boosted enough) that not having access to them is not a huge deal.
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Would perfectly fit for hoard items too. Overall it is rather unfair that now lots of potentially top hoarding nations can't hoard anymore, like Mictlan, Caelum, Jotunheim etc..
And for clams the 10W 10S change is not enough also, 20W would be better and 25% more costs.
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September 12th, 2005, 05:04 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Conceptual Balance Mods - Version 4.0
I've finally started getting the nations readme in gear and have started to make that. No new versions for a while, please, as this will take some days (#%&! database course and SQL project and other schoolwork...).
I'll fix some of the typos and other screwups in the mod itself and reformat the unit modifications to follow the same order as in the Unit DB (gcost, rescost, hp, prot etc etc). Maybe I'm a sructured document freak, but that comes with the editorial territory and previous jobs in documentation...
There will also be an updated pretender readme for v4.
Edi
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September 12th, 2005, 06:16 PM
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Lieutenant General
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Re: Conceptual Balance Mods - Version 4.0
Quote:
Edi said:
No new versions for a while, please, as this will take some days (#%&! database course and SQL project and other schoolwork...).
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Don't worry, I'm pretty happy with the current version, no major problems yet.
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September 16th, 2005, 02:35 PM
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Sergeant
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Re: Conceptual Balance Mods - Version 4.0
i work currently together at a new version of "the tome" for dom2 and also will include a version for the conceptual balance mods 4.0. So far i have done the items and spells sections but i need more time nations section. Who is in charge of documentation of the Conceptual Balance Mod ? I would like to have the version of the tome reviewed before publishing because i had troubles with some of the mod commands.
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September 16th, 2005, 06:09 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Conceptual Balance Mods - Version 4.0
I'm the one you want for that. The nation readme is in the works, and I*ve gotten up to T'ien Chi with it. Will finish it sometime next week or maybe even this weekend. I'm updating and restructuring the Unit DB at the moment, and boy does it have some gross errors in places! Very few of those, fortunately, and they will be eliminated.
The UDB sidetrack was actually introduced by the CB Nations readme, because calculating the original def values etc was getting to be a pain in the arse. When I'm done, I'll just be able to glance at the UDB and immediately see the current active values as well as the base values.
Edi
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September 21st, 2005, 06:04 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Re: Conceptual Balance Mods - Version 4.0
Nation mod Readme is ready, and I've updated that particular submod to version 4.1. It fixes numerous minor and a few pretty serious issues. Get your attachment here.
And my email is out of commission, something is up with the pop3 server of my ISP and I can't read any email. Can send as much as I like, but not read, not by downloading or through the web front end. So any comments etc should be posted in this thread for the time being.
Edi
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