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  #1  
Old March 18th, 2005, 12:37 PM
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Cainehill Cainehill is offline
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Default Re: Recruitable Rebalance Version 6, non-beta, is

Quote:
Saber Cherry said:
Quote:
Tuidjy said:What we need now is a game in which all spells beyond level 2 and all pretenders
with magic path cost over 10 are disabled. It would be the perfer way to test
this mod.

If it is not PBEM (I seem unable to stick to these) I would like to join.
It would be very interesting to test this mod without powerful magic and supercombattants... it would change Dominions II into (as close as I can make it to) the low-magic medieval military conflicts in most fantasy novels, like Lord of the Rings, Magician, or A Game of Thrones. However, I'm not sure how much interest there would be, as most Dominions II players (on this forum) seem to love powerful magic.
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
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  #2  
Old March 18th, 2005, 01:07 PM
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Default Re: Recruitable Rebalance Version 6, non-beta, is

Cainehill: there already are mods which do that. I don't remember if they are available somewhere, but try searching for them from the forum.
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  #3  
Old March 18th, 2005, 03:05 PM

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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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  #4  
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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  #5  
Old March 20th, 2005, 01:10 AM
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Default Re: Recruitable Rebalance Version 6, non-beta, is

Quote:
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).

PvK
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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Old March 20th, 2005, 05:00 AM
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Default Re: Recruitable Rebalance Version 6, non-beta, is

Quote:

Celestial Master (Standard and BK) gets +1 air, -1 water, +1 elemental, +15g. Result: F 2A W S ? #, 265g (sacred)
Celestial Master (SA) gets +1 sorcery, +15g. Result: F 2A W S 2$ # (linked), 265g (sacred)
1) you forgot holy-3 ...
2) having water-2 on them acutally makes sense (Acid-Spells, which are rarely used otherwise), while having another nation with lightning-tossing mages is rather boring.
3) S&A CM is FAWS 3R .. that's not what I read from above...

---

And if you take away water from the CM, or if you really want to beef up S&A magic, replace Master of The Way's water with astral, so he can form communion with the CM, and summon water daemons.

---

And "Spirit Mastery" is starting spell of S&A. There's little that S&A has in the first turns, and now with 8 instead of 4 gems it won't even have Disposessed (sp?) Spirits ..
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  #7  
Old March 20th, 2005, 07:01 AM
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Default Bugs to be fixed...

Quote:
Arralen said:
Quote:

Celestial Master (Standard and BK) gets +1 air, -1 water, +1 elemental, +15g. Result: F 2A W S ? #, 265g (sacred)
Celestial Master (SA) gets +1 sorcery, +15g. Result: F 2A W S 2$ # (linked), 265g (sacred)
1) you forgot holy-3 ...
2) having water-2 on them acutally makes sense (Acid-Spells, which are rarely used otherwise), while having another nation with lightning-tossing mages is rather boring.
3) S&A CM is FAWS 3R .. that's not what I read from above...

---

And if you take away water from the CM, or if you really want to beef up S&A magic, replace Master of The Way's water with astral, so he can form communion with the CM, and summon water daemons.

---

And "Spirit Mastery" is starting spell of S&A. There's little that S&A has in the first turns, and now with 8 instead of 4 gems it won't even have Disposessed (sp?) Spirits ..

...ahhh... I hope I didn't similarly break any other nations... I can sort of feel my reputation falling into a black hole... makes me want to play Space Empires IV... but I'll live

I realize water-2 plus fire is more interesting that air-2, but I was trying to make their national spells accessable. Having never played SA, I didn't realize the national sites gave water gems...

So that's fixed in version 7.1 (available at the first post). Thanks for noting the problems! As for giving MotFE astral, that seems sort of wierd (violating their name). You can do communions with only Celestial Masters, anyway, which (with this mod) cost about the same.
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Old March 20th, 2005, 07:20 AM
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Default Re: Bugs to be fixed...

Don't confuse "Master of The Way" (100gp/WR2H) with "Master of Five Elements"(whatever) ...
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  #9  
Old March 20th, 2005, 07:32 AM
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Default Re: Bugs to be fixed...

Quote:
Arralen said:
Don't confuse "Master of The Way" (100gp/WR2H) with "Master of Five Elements"(whatever) ...
Oh, hmm, I did exactly that. At any rate, I will take that suggestion under consideration (and probably accept it, considering how worthless Master of the Way is) for the recruitable rebalance mod v8, but I'm going to lock the current iteration (7.x) to balance changes unless bugs or major problems (like national spells becoming inadvertently nerfed) are noted... to avoid additional confusion. Hopefully TC has been boosted enough to compete in MP without communion, but we'll see...
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Old March 25th, 2005, 08:42 PM
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Default Re: Recruitable Rebalance Version 6, non-beta, is

Quote:
Saber Cherry said:
Quote:
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).

PvK
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...
That is extremely useful - thanks!

PvK
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