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  #1  
Old December 2nd, 2006, 03:13 PM
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FAJ FAJ is offline
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Default Re: Concepts of Creation: Conceptual Balance (sign

How do you enable a mod for pretender construction? I just have all my mods in the mod folder.
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Old December 2nd, 2006, 03:35 PM

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Default Re: Concepts of Creation: Conceptual Balance (sign

I looked in the cb mod .dm file and I see these Scale mod commands. I can guess a bit, but what exactly do these mean?

#turmoilincome 5
#luckevents 7
#misfortune 15
#deathdeath 3
#slothresources 15

#eventisrare 20
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Old December 2nd, 2006, 04:33 PM

GwyrgynBlood GwyrgynBlood is offline
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Default Re: Concepts of Creation: Conceptual Balance (sign

Quote:
jeffr said:
I looked in the cb mod .dm file and I see these Scale mod commands. I can guess a bit, but what exactly do these mean?

#turmoilincome 5
#luckevents 7
#misfortune 15
#deathdeath 3
#slothresources 15

#eventisrare 20
Seems to change the effect of scales. Each level of Order/Turmoil is +/- 5% income. Luck scale is +7% either direction, +/- 15% good/bad.
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  #4  
Old December 2nd, 2006, 04:43 PM

quantum_mechani quantum_mechani is offline
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Default Re: Concepts of Creation: Conceptual Balance (sign

Quote:
jeffr said:
I looked in the cb mod .dm file and I see these Scale mod commands. I can guess a bit, but what exactly do these mean?

#turmoilincome 5
#luckevents 7
#misfortune 15
#deathdeath 3
#slothresources 15

#eventisrare 20
All the scale changes are apparent when adjusting scales in pretender design. The only thing that would not show up is the last command, #eventisrare 20, which slightly increases the chance of a random event being one of the rarer kind.
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  #5  
Old December 3rd, 2006, 03:54 PM

Evilhomer Evilhomer is offline
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Default Re: Concepts of Creation: Conceptual Balance (sign

Perfect ! My eyeless Void lord will rule suppreme =), to bad i dont get no eye poking cavalery =/
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MP guide to MA/LA Rlyeh
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  #6  
Old December 3rd, 2006, 05:04 PM
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Default Re: Concepts of Creation: Conceptual Balance (sign

I'm going to drop out of this one, so Ermor is open again.
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  #7  
Old December 3rd, 2006, 05:39 PM

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Default Re: Concepts of Creation: Conceptual Balance (sign

QM will be fixing the warhorse hoof/gladiator bug before game start. Everyone will have to re-download the mod, but you won't have to re-upload pretenders. Re-downloading the mod is probably going to be a fairly common occurrence.

Arralen: If you still want to play, you don't strictly need the CD to set up 3.01. Talk to me on IRC about how. Or you can play with 3.03, it will work fine.
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Old December 2nd, 2006, 03:44 PM

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Default Re: Concepts of Creation: Conceptual Balance (sign

Preferences -> Mod Preferences -> click the mods.
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  #9  
Old December 2nd, 2006, 03:57 PM

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Default Re: Concepts of Creation: Conceptual Balance (sign

I did a test run with the conceptual balance mod.So far I like the changes. I especially liked the different set of magic items at the beginning. (But an owl qwill at level 0 ??)

i found one bug. I think it is an independent witch doctor, that costs 8 gold. Nice deal. That is cheaper then the indy commanders who only can take 10 men. That price was likely ment to be 80. What house rule should we use for this bug? Simply not create any?
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Old December 2nd, 2006, 04:51 PM

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Default Re: Concepts of Creation: Conceptual Balance (sign

Quote:
Darrel said:
I did a test run with the conceptual balance mod.So far I like the changes. I especially liked the different set of magic items at the beginning. (But an owl qwill at level 0 ??)

i found one bug. I think it is an independent witch doctor, that costs 8 gold. Nice deal. That is cheaper then the indy commanders who only can take 10 men. That price was likely ment to be 80. What house rule should we use for this bug? Simply not create any?
Yes, the indy witch doctor is a bug, should have been the lion tribe warrior that was made 8 gold. And yes I would advise just a house rule not to use any, unless more severe bugs crop up so I have to make a new version anyway.

As for the owl quill, it is actually a pretty marginal item. If you take 5 gems to be equal to 75 gold, the gold to research rate is worse than most mages (and they provide no combat power like conventional researchers).
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