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December 2nd, 2006, 03:13 PM
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First Lieutenant
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Join Date: Oct 2006
Location: East Norriton, PA
Posts: 744
Thanks: 3
Thanked 1 Time in 1 Post
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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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December 2nd, 2006, 03:35 PM
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Sergeant
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Join Date: Nov 2003
Posts: 356
Thanks: 0
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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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December 2nd, 2006, 04:33 PM
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Private
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Join Date: Oct 2006
Posts: 24
Thanks: 0
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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
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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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December 2nd, 2006, 04:43 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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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
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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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December 3rd, 2006, 03:54 PM
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Captain
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Join Date: Nov 2006
Location: Sweden, Ume�
Posts: 991
Thanks: 5
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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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December 3rd, 2006, 05:04 PM
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First Lieutenant
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Join Date: Sep 2004
Location: N. California
Posts: 624
Thanks: 7
Thanked 29 Times in 3 Posts
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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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December 3rd, 2006, 05:39 PM
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Second Lieutenant
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Join Date: Jun 2004
Location: Lakewood, CO
Posts: 596
Thanks: 0
Thanked 9 Times in 1 Post
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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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December 2nd, 2006, 03:44 PM
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Corporal
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Join Date: Oct 2006
Location: Florida
Posts: 62
Thanks: 17
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Re: Concepts of Creation: Conceptual Balance (sign
Preferences -> Mod Preferences -> click the mods.
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December 2nd, 2006, 03:57 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
Thanks: 8
Thanked 9 Times in 7 Posts
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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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December 2nd, 2006, 04:51 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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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?
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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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