|
|
|
 |

August 24th, 2007, 03:06 PM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Conceptual Balance Mod (and summary file) 1.
I'm uploading cb complete 1.1 again (my own version, but basically the same) so that people can get to it. This thread has a confusing mess of broken download links.
|

August 26th, 2007, 07:37 AM
|
 |
Colonel
|
|
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
|
|
Re: Conceptual Balance Mod (and summary file) 1.
I found a bug in CB. The Abyssian national spell Inner Furnace works fine in Vanilla (tested this), but with the CB complete 1.1 on, the results differ.
It gives all troops on the battlefield heat(3), even opponents troops. And since the opponents troops don't have Fire resistance, this is quite a killer.
I have a savegame where you can see the bugged Inner Furnace in action..
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
|

August 26th, 2007, 02:21 PM
|
Lieutenant General
|
|
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
|
|
Re: Conceptual Balance Mod (and summary file) 1.
Hmm, you know this actually almost makes for a more interesting spell, after I fix this I may think about adding a new spell with that intentional effect. 
|

August 26th, 2007, 06:14 PM
|
 |
General
|
|
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
|
|
Re: Conceptual Balance Mod (and summary file) 1.
|

August 27th, 2007, 06:34 AM
|
 |
Second Lieutenant
|
|
Join Date: Jul 2007
Location: country of stinky fromages
Posts: 564
Thanks: 29
Thanked 15 Times in 13 Posts
|
|
Re: Conceptual Balance Mod (and summary file) 1.
I think that some minor change could maybe be made to EA Agartha, so they could dispose of a less crappy elite(maybe better att and def ?). For the moment, with the raise in cost of troglodites (which seems normal), I mostly use indeps, and, because most of them have been tweaked, I find agartha less efficient than before,what is quite odd.(they weren't top notch before, but maybe there is something I missed)
In all other aspects, this mod seems to me unavoidable.(I do no more play vanilla games)
__________________
10 times more numerous, by nigth and backstabbing.
Senior member of the GLIN !
|

October 9th, 2007, 01:20 PM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Conceptual Balance Mod (and summary file) 1.
Right, the 3.10 patch raises some problems. So far the two I've spotted with the help of lch (cheers buddy) are due to pointless annoying name changes which no doubt resulted from the nitpick kings and their 'typo fix' stuff.
First.
The next cbm has to replace #selectarmor "light weight scale mail" with, get this,..
#selectarmor "lightweight scale mail"
That was actually causing cbm to not work at all with 3.10. Nice huh?
Next up,
#selectspell "Claws of Cocytus" needs to be changed to
#selectspell "Claws of Kokytos"
Very, very silly.
|

October 9th, 2007, 01:30 PM
|
 |
General
|
|
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
|
|
Re: Conceptual Balance Mod (and summary file) 1.
|

October 12th, 2007, 04:16 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Conceptual Balance Mod (and summary file) 1.
Those two are the only changes that break things between 3.08 and 3.10 in mods (unless someone has made the mistake of editing certain void monsters and the retiarius by their monster names instead of number). The biggest problem with the whole armor and spell issues is that they are not selectable by ID number as they properly should be. Well, spells are, afaik, but there is no spell DB yet. If you could select and assign armor by ID number (like you can do with weapons) instead of having to use the names, there would be no problems at all with those.
People have at various points *****ed about various typos, spelling errors and other such things in the game (I'm not the only one who has noticed such things), so once they were being looked at in a coherent fashion, it made no sense at all not to harmonize all spellings across the board. I have to shoulder a fair portion of the blame and I apologize for the inconvenience, but I do not regret those changes coming about.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|