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January 12th, 2004, 07:51 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: patch 2.06 out
A couple bugs...
Marignon:
1) Missionaries can go over seas without taking units, but are not stealthy! I think they're supposed to be stealthy, because otherwise they are worse than priests (cost 60).
2) Marignon's ocean theme starts with a Friar commander, which is unavailable - should be a captain.
3) "Chartmaker" spelled "Cartmaker" in description.
4) Not a bug, but... they no longer have a cheap commander unit! Cheapest commander has cost 75, more expensive even than Abysia, Rlyeh, and Jotunheim. (P.S. I suggest a "Retired Sea Dog" - his sailing days are over but his pension is too small, so he comes out of retirement to use his commanding presence, though he stays on land only. Starts with 2 random afflictions, usually "lost an eye" and "limp").
Ulm:
1) Commander is shown with a sword & shield, but equipped with a pike and shield (3 hands).
2) Master Alchemist cannot do alchemy without magic picks. Seems a bit odd... =) (P.S. At 50 points, I'd expect him to start with 1 magic level, like the 55 point human mages. Fire or earth would be thematic for an alchemist.)
-Cherry
[ January 12, 2004, 18:01: Message edited by: Saber Cherry ]
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January 12th, 2004, 07:55 PM
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Captain
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Join Date: Aug 2003
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Re: patch 2.06 out
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.
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January 12th, 2004, 07:58 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:
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?
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Because our way of adding it is WAY more clunky than the stuff you have. Adding a new theme requires me to make sprites and add them in one file, statistics in one file, magic in another, the units for the theme in one place, colours in another place, etc.
You have everything in one text file. Therefore the current solution. It might very well be changed without too much difficulties.
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.
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January 12th, 2004, 08:00 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 SurvivalistMerc:
Kristoffer,
Thanks for the prompt response.
If I patch, will a game begun in 2.02 keep the scales of 2.02, which is what I think most folks would like, or will it "update" the scales automatically with no way to reverse the update, which is what I understand your comments to indicate is what will happen?
Thanks.
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Yes, the scales will be "updated".
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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
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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
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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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