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  #1  
Old March 18th, 2005, 03:05 PM

Scott Hebert Scott Hebert is offline
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Default Re: Recruitable Rebalance Version 6, non-beta, is

Re: Woodsmen, the Commander is dreadfully undercosted (by my rubric, at least). He should cost ~90g, IIRC. So, I think it's not the unit so much as the commander that needs the change.
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Old March 19th, 2005, 11:41 PM
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Default Re: Recruitable Rebalance Version 6, non-beta, is

Quote:
Cainehill said:
...
There's been a lot of us who've mentioned that we'd love the option of limitting research the way it is in the demo : capping it at level 4 while avoiding the other limits of the demo. Even better would be an option to pick which is the highest research level (2, 3, 5, 7, etc) to be used. Not something most people would want to play regularly, but a very nice change of pace, with higher level magic and construction removed.

Best of all, something like this could be coded with minimal effort, since it would merely change the cap. Here's hoping to see something like it in Dom3

It is pretty easy to mod out (or up) the spells. I agree it'd be fun. I've been working on a Hard Magic mod for a long time (taking forever mainly due to lack of spare time).

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Old March 20th, 2005, 01:10 AM
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Saber Cherry Saber Cherry is offline
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Default Re: Recruitable Rebalance Version 6, non-beta, is

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PvK said:

It is pretty easy to mod out (or up) the spells. I agree it'd be fun. I've been working on a Hard Magic mod for a long time (taking forever mainly due to lack of spare time).

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Be sure to check out the "Null Spell Mod " I just put out. It lists all the spells with unaltered paths and costs, in mod format. Could save you some time...
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