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January 12th, 2004, 08:26 PM
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Sergeant
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Join Date: Dec 2003
Location: Würzbueg, Germany
Posts: 397
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Re: patch 2.06 out
Thanks to Illwinter for recuperation!
Now I love my White Bull even more
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January 12th, 2004, 08:44 PM
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Second Lieutenant
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Join Date: Nov 2003
Posts: 419
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Re: patch 2.06 out
Thanks, Kristoffer.
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January 12th, 2004, 08:52 PM
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First Lieutenant
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Join Date: Sep 2003
Location: Bordeaux, France
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Re: patch 2.06 out
Quote:
Originally posted by apoger:
>So you won't remove anything from the game by making a modified pythium. Just enable that mod when you want that variety of pythium.
A bunch of players get together and want to play. They decide to use the "apoger" mod.
This mod offers an alternate theme for every nation.
No player will then have access to ANY standard nation since they have all be replaced by my mod.
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So maybe each mod, individually, shouldn't make too big changes - maybe you need an apoger-Abysia mod, and an apoger-Ulm, etc, plus maybe apoger-basic. Make each individual mod be activable separately from each other, and each player can choose whether he wants his own mod or not for the special theme.
I agree that it would be better to ALSO have the ability to add themes, but I believe the current setup will still let you do things. And will encourage modularity, which is a good thing.
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January 12th, 2004, 08:57 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: patch 2.06 out
Quote:
Originally posted by johan osterman:
quote: Originally posted by Saber Cherry:
Concerning Smite Demon,
It says "Magic Resistance Negates". Is there any penetration bonus? With the normal penetration of 11, smiting a mere imp (MR=13) would only work 37% of the time, and a devil (MR=17) would be 14%... and this from expensive level 3 priests! I would think a penetration of 15 would be minimal, and 16 or 17 about right, considering that demons tend to have very high magic resistance...
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Penetration on the level you suggest with the spells 15 armor negating damage and 100 precision would be a bit much, I think. As it is it is worse than dom1 banishment used to be againt imps but better than banishment against small numbers of powerful demons. I agree with Johan. If (even level-3) priests had a very effective anti-demon spell, it'd be overly hard on demons, which already take a lot to get. Seems to me it's good if demons remain hard to get rid of - seems "thematic" for demons and good for balance.
PvK
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January 12th, 2004, 09:00 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Thanked 33 Times in 31 Posts
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Re: patch 2.06 out
Quote:
Originally posted by apoger:
...
C'mon, when Illwinter makes a new theme it does not replace the main theme, it's simply an option that's selectable. Why make mods ridiculously clunky when you already have a method of adding in content?
Until we have the ability to add/edit/remove any theme, the mod tools are nothing more than a kludge (IMHO).
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From IW's earlier comments on what'd be in the first patch, I only expected a kludge for the new mod tools. It's their first step into moddability. Good to point out what else we'd like and expect, and I agree with your points in that way. I just wouldn't expect more for the first mod patch, and don't think we should give them a hard time about it.
PvK
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January 12th, 2004, 09:01 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: patch 2.06 out
Just my humble opinion but I consider themes to be internal to the game. I dont especially like the idea of Users crossing that line. For purposes of quality assurance I would rather that themes stay in the area of Illwinter, and Mods be user territory (not saying Illwinter cant do a few).
If things can be done to make mods more capable toward theme abilitys thats ok but I like having them easily recognizeable as seperate things.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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January 12th, 2004, 09:12 PM
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Second Lieutenant
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Join Date: Oct 2003
Posts: 410
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Re: patch 2.06 out
>Neither of us at Illwinter have ever played modded games, so we're quite new to the concept. This is the first try. I like it, but it can be improved.
I can accept that.
Kudos on a first try, and here's hoping that there will be improvements.
I'll just have to wait for those improvements before messing with the nations, which I was looking forward to doing. In the meantime I'll see if I can do a general mod involving the universal modifiers.
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January 12th, 2004, 09:26 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
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Re: patch 2.06 out
Quote:
Originally posted by apoger:
I'll just have to wait for those improvements before messing with the nations, which I was looking forward to doing. In the meantime I'll see if I can do a general mod involving the universal modifiers.
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Why not mess with nations. I can't imagine that it will be difficult to change a nation mod into a theme mod when it becomes available.
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January 12th, 2004, 09:28 PM
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Sergeant
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Join Date: Dec 2003
Location: Würzbueg, Germany
Posts: 397
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Re: patch 2.06 out
I'm curious, if everybody can chose his own mod to use in a multiplayer game, what should stop me to create some uber kickass nation?
Or did I get this wrong?
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January 12th, 2004, 09:35 PM
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Second Lieutenant
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Join Date: Nov 2003
Posts: 419
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Re: patch 2.06 out
Prinz,
I think in MP all players must agree on the mod or you will end up with default theme sent from the hosted computer.
I think very few mods will end up being used in MP by folks who want to have a real chance at winning because they will have to have passed a rough balance test.
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