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  #1  
Old November 21st, 2004, 08:36 AM
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Edi Edi is offline
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Default Re: Conceptual Balance Series (Mod)

Zen, is this list for pretenders complete? I don't see recuperation for Asynja or either Dracolich form in 1.81, and I'm not sure if the poison cloud was removed from the father of serpents, but I think I saw something to that effect earlier.

Could you confirm that? I'd like the 1.9 readme to be as complete and accurate as possible.

Edi
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  #2  
Old December 8th, 2004, 11:33 PM

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Default Re: Conceptual Balance Series (Mod)

Magic Duel not magic duelling ...

Often the AI consider a waste to spend 1 magic pearl to deal with 1 enemy ... and refuse to.
Even if the enemy is the pretender alone and your best way to kill him is to magic duel it.

It happened that mages with an advantage of +2 or better (I tried til +4 difference beetween my and enemy astral mage) to refuse to cast magic duel, and indeed cast other crappy thing, ending in my defeat.
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  #3  
Old December 9th, 2004, 03:26 PM
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Default Re: Conceptual Balance Series (Mod)

I think there might be a typo with the Ageless Treelord; like the Vengeful Treelord, he gets nature gems and blood slaves instead of nature gems and earth gems (the latter being what his description suggests).

Intriguing mods. Eliminating Gift of Reason breaks a lot of cheese (and strongly differentiates Enslavement and Charming/Hellbinding), and eliminating Wish makes it a lot less interesting to horde clams. Like 'em so far.
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  #4  
Old December 10th, 2004, 04:32 AM
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Default Re: Conceptual Balance Series (Mod)

It is possible to change province defence of Pythium and recruitables of Man, so that they won't get the boosted militia. However, I haven't tested Zen's mods, so I don't know excatly what he has done.
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  #5  
Old December 13th, 2004, 03:18 AM

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Default Re: Conceptual Balance Series (Mod)

New Versions of the Mods availiable for testing.
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  #6  
Old January 31st, 2005, 01:46 PM

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Default Re: Conceptual Balance Series (Mod)

a sloppy and incomplete summary of changes in spellmod 1.8:


Summon Cave Drake Cost: E8 (E11)
Summon Fire Drake Cost: F8 (F11)
Summon Ice Drake Cost: W8 (W11)
Summon Sea Serpent Cost: W8 (W11)
Summon Animals Cost: N10 (N20)

Summon Air Elemental Cost: 100 ft + 1A
Summon Earth Elemental Cost: 100 ft + 1E
Summon Fire Elemental Cost: 100 ft + 1F
Summon Water Elemental Cost: 100 ft + 1W

Earth Elementals of any size now have prot 15. Dunno what they used to
have.
Fire Elementals now have the following hp for the different sizes:

30, 27, 24, 21, 18, 15

dunno what they used to have. Elementals have more hp than you think,
because if there is 30-hp elemental and the enemy whacks it with 50
damage, then there is a 27 hp elemental left! Earth Elementals are
cool because they regen, too.

Water Elementals now have the following defense:

17, 16, 15, 14, 13, 12

Ice Elementals now have the following protection:

15, 14, 13, 12, 11, 10

Ice Elementals now have the following weapons different than standard:

(831) Ice Elemental +2 Icicle Fist, -2 Fist
(832) Ice Elemental +2 Icicle Fist, -1 Fist
(833) Ice Elemental +1 Icicle Fist, -1 Fist
(844) Ice Elemental +1 Icicle Fist, -1 Fist
(855) Ice Elemental +1 Icicle Fist, -1 Fist
(866) Ice Elemental +1 Icicle Fist, -1 Fist

Ice Elementals now have cold, "iceprot", fire resistance -50, coldres
100, amphibian, magicbeing, neednoteat, poisonres 100. Dunno what they
used to have.

Living Fire, cost 100 ft + 1F
Living Clouds, cost 100 ft + 1A
Living Water, cost 100 ft + 1W
Living Earth, cost 100 ft + 1E

Revive Bane Lord Cost: D15 (D10)
Raven Feast Cost: A2 (A5)
Contact Harbinger Cost: S20 (S25)
Angelic Host Cost: S45 (S50)
Ether Gate Cost: S80 (S90)

Wild Hunt: research level 7 (?), Cost: G40 (?)
Ghost Riders: pathlevel 6 (?)
Enchanted Forest: Cost: 50G (?)
Tartarian Gate: Cost 25? (?)

(469) King of Mountains (Oreigenes) -1 Enc, +Regeneration (10 %)
(906) King of Deeper Earth (Barathrus) -1 Enc
(470) Father Illearth (Pedoseion) -1 Enc

(403) Horned Serpent +12 HP, +2 Prot, +5 AP
(628) Great Lion +8 HP, +3 Def
(924) Iron Pig +9 MR, +2 Att, +3 Def
(438) Kraken +3 Att, +100 PR, +Recuperation

(518) Troll +3 Att, goldcost 15
(519) Troll King +3 Att
(564) Sea Troll +3 Att, -Fist, +Claw (29), goldcost 15
(580) Sea King +3 Att

(932) Hama Dryad +10 Prot, -25 FR, -2 Mapmove, +someweaponidon'tknowwhat
(578) Bog Beast +1 Mapmove
(925) Tarrasque +4 Prot, +4 Prec, +1 Mapmove, +Roar

(361) Vine Man +7 Prot, +3 Def, -25 FR
(362) Vine Ogre +5 Prot, +5 Def, -25 FR
(931) Ivy King +3 Prot, +5 Def, +5 Prec

(511) Winter Wolf +5 Prot, +2 Str, +Stealth
(512) Fall Bear +5 Prot, +3 Att, +Claw
(513) Spring Hawk +2 HP, +5 Prot
(515) Summer Lion +5 Prot, +Fireshield (weak)

(534) Corpse Construct +10 HP, +5 Prot, +10 MR, +4 Att, +5 Def, +100 SR, +someweapondunnowhat
(314) Mandragora +Entangle
(476) Lumber Construct +4 Att, -Fist, +Crush

(626) Fallen Angel +4 Att, +Divine Garb
(464) Harbinger +3 Att, +Divine Garb
(465) Arch Angel +4 Att, +Divine Garb
(543) Angel of the Host +4 Att, +Divine Garb

(399) Divine Garb 9 Prot, 0 Enc, 0 Def

(776) Tartarian Monstrum +2 Misc Slots, +Wing Buffet
(777) Tartarian Monstra +Mounted, +Body Slot

(980) Vengeful Treelord +10 Str, +10 Att, +2 Prec, +25 FR, +100 PR, Ldr 75-0-75, +Regeneration (10 %), +Recuperation, +Entangle +3 Nature Gems, +4 someotherkindofgems, +Reinvigoration 5

Well this is taking too long. This list is incomplete.

--Z
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  #7  
Old February 3rd, 2005, 05:38 AM

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Default Re: Conceptual Balance Series (Mod)

Hi there,
May I suggest another minor change in the spells ? Its about Melancholia. Seems very weak in comparison with the other 'artillery' spells like Leprosy or Murdering Winter. Kills 5-10% of the units (IF ordinary units with 10 or 11 MR and mrl, less if elite). Kills 1 or 2 dominion candles. Temporary shifts dominion toward sloth.
Frankly I've never seen this spell in a game, and I even cant imagine any use for the price...
So I suggest to reduce the cost to 10 or 12 gems (instead of 20) and Earth4 (or even 3) as requirement.
Any thought ?
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