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  #1  
Old September 16th, 2005, 02:35 PM
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Horst F. JENS Horst F. JENS is offline
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Default 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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Old September 16th, 2005, 06:09 PM
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Default 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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Old September 21st, 2005, 06:04 PM
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Default 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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File Type: rar 381738-CB_Nations_41.rar (15.2 KB, 127 views)
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Old September 21st, 2005, 07:07 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mods - Version 4.0

ok, here are the problems I noticed:

*It make spears better, which I do not want to do.

*It lists the old lava warrior price wrong.

*It lists some Ulm infantry as made cheaper when they were not, and leaves out the shield on one.

*It lists grand thoumaturg under Marignon.
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  #5  
Old September 22nd, 2005, 02:29 AM
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Default Re: Conceptual Balance Mods - Version 4.0

Check your mail, Quantum. You didn't get the one I sent you late yesterday evening because the Google mail server started *****ing something about illegal attachments, and I'm about ready to go down to their office with a fireaxe and start swinging. I just resent without attachments.

EDIT: Also resent the DB file, as a zip this time, Google seems to hate rar files.

Quote:
quantum_mechani said:
ok, here are the problems I noticed:

*It make spears better, which I do not want to do.
I can understand that from one point of view, but from another, it is simply bizarre. Spears right now suck arse, the base damage they do is 2 less than a simple shortsword, and only half of what a broadsword does. It also lacks any defensive bonus, which the swords have (and I agree with, or it would be too good). This does not in any way, shape or form reflect the truth of spear vs sword.

Quote:
quantum_mechani said:
*It lists the old lava warrior price wrong.
My bad, that one. You can probably blame it on being tired when I did that.

Quote:
quantum_mechani said:
*It lists some Ulm infantry as made cheaper when they were not, and leaves out the shield on one.
Sorry about the mistake with those two infantries. My bad. I left the shield out of the morningstar black plate infantry because it didn't fit, but added an abbreviation now.

Quote:
quantum_mechani said:
*It lists grand thoumaturg under Marignon.
That's because I forgot to delete that line after I'd used it to align the modifications column so that it would be in the same place as the others.

Fixed these, new readme attached here. Still lacks the heroes. See the email for details of why.
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File Type: txt 381838-conceptbalance_nations_readme_v4_1.txt (31.7 KB, 254 views)
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  #6  
Old September 22nd, 2005, 04:57 AM

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Default Re: Conceptual Balance Mods - Version 4.0

Quote:
Edi said:

Quote:
quantum_mechani said:
ok, here are the problems I noticed:

*It make spears better, which I do not want to do.
I can understand that from one point of view, but from another, it is simply bizarre. Spears right now suck arse, the base damage they do is 2 less than a simple shortsword, and only half of what a broadsword does. It also lacks any defensive bonus, which the swords have (and I agree with, or it would be too good). This does not in any way, shape or form reflect the truth of spear vs sword.

The problem is that all of the uber sacred troops use spears. Vans, daoine sidhe and white centaurs all use spears and those troops really donīt need a buff. And spear troops usually get built as arrow catchers, since they tend to be the cheapest. The mod should create more diversity not less.

That being said the damage difference isnīt that big when you factor strength in.
A normal strength 10 troop deals 13 damage with a spear and 15 with a shortsword. Thatīs actually pretty close.
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  #7  
Old September 22nd, 2005, 05:15 AM
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Default Re: Conceptual Balance Mods - Version 4.0

Hmm, I wasn't obviously thinking about the sacred troop angle. Well, the weapon modding is in the very beginning, so just snipping out the spears will make it good.

Gotta run now, though.

Edi
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