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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 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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December 2nd, 2006, 06:14 PM
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Private
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Join Date: Nov 2006
Location: PA, USA
Posts: 26
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Concepts of Creation: Conceptual Balance (sign
Uploaded. I sent my password a few days ago but it's still the same so...
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December 2nd, 2006, 07:23 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
I am pretty sure we will end up upgrading the mod in mid-game at some point. This is possible as long as everyone does it at the same time.
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December 2nd, 2006, 10:10 PM
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Sergeant
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Join Date: Nov 2003
Posts: 356
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Concepts of Creation: Conceptual Balance (sign
uploaded
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December 2nd, 2006, 11:25 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
uploaded
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December 3rd, 2006, 12:29 AM
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Corporal
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Join Date: May 2006
Posts: 74
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Concepts of Creation: Conceptual Balance (sign
I'm in.
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December 3rd, 2006, 01:00 AM
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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
8 players are still out, including me.
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December 3rd, 2006, 03:32 AM
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Corporal
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Join Date: Jul 2004
Posts: 98
Thanks: 6
Thanked 0 Times in 0 Posts
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Re: Concepts of Creation: Conceptual Balance (sign
Alas, I'm not going to be able to play in this game (I'll have a significant period during which my access to the internet will be disrupted in about four weeks). That frees up Pythium if someone else would prefer it.
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December 3rd, 2006, 04:16 AM
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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
OK, Pythium is open. If nobody else claims it I might. Room for one new player, or another round of musical nations!
Six people are still out... let's get those pretenders uploaded!
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