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March 18th, 2005, 01:13 PM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
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Re: Conceptual Balance Series (Mod)
One concern about your Spell Mod with which we are doing now a game :
Aim gives 100 precision but eagle eyes you left unchanged .
That is imo an unfair advantage for nations like caelum and vanheim compared to nations with nature magic like pangenea .
Otherwise the mod is great , some well thought changes 
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March 18th, 2005, 01:51 PM
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First Lieutenant
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Join Date: Feb 2005
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Re: Conceptual Balance Series (Mod)
My mages always want to cast aim on archers instead of themselves  Perhaps this is why. Or could just be an oversight.
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June 19th, 2005, 05:59 PM
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First Lieutenant
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Join Date: Jul 2004
Location: Albuquerque, NM
Posts: 605
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Re: Conceptual Balance Series (Mod)
Are you ever going to upload the item mod and the latest pretenders mod onto your webpage?
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Every time you download music, God kills a kitten.
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June 21st, 2005, 11:34 AM
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First Lieutenant
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Join Date: Feb 2005
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Re: Conceptual Balance Series (Mod)
I think the -10 is a pretty good solution. I can't think of a better solution that can actually be modded.
You can always cast +str spells or use +str items (bear claw talisman, boots of giant strength), etc. Alternatively, cast astral weapons or even weapons of sharpness. Plus now you have something to do with heroic strength.
Life drain weapons are very powerful in the unmodded game. I don't think that they are near useless with this mod. You can still wipe out a ton of troops with the right SC. I agree that people will switch to other tactics, but isn't that the point?
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June 28th, 2005, 03:48 PM
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First Lieutenant
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Join Date: Jul 2004
Location: Panama City beach, Fl, USA
Posts: 662
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Re: Conceptual Balance Series (Mod)
Hi Zen.
We're using your mods in a Faerun game which started last month. I have Luck +3 scales -3 Turmoil and am wondering about the statistical odds of all these bad events. Over 20 turns we're looking at like 4:1 bad v/s good events with no (none, zippo, ziltch) bonus gold events, and no invasion events. Two or three events each turn, so the events are coming, but.....
Could this be a MOdding problem, or am I simply experiencing an outlaying anomoly of [img]/threads/images/Graemlins/icon04.gif[/img] luck?
-Yc
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June 29th, 2005, 02:26 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Conceptual Balance Series (Mod)
Are you sure you've got the mod turned on? An 11 turn test I just ran for something I was writing about CW, I had as many as 3 events in a turn while I only had 1 province. Probably 20 events in all, and I got only 1 bad event out of those 20 : about 6 or so gave gold in amounts ranging from 75 to 500, 4 or 5 gave gems, 1 gave a magic item, 2 gave (feh) militia and a priest.
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Wormwood and wine, and the bitter taste of ashes.
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June 29th, 2005, 08:39 PM
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First Lieutenant
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Join Date: Sep 2004
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Re: Conceptual Balance Series (Mod)
I'm using Scales Mod 1.02 a.k.a. 1.2 and I have Turmoil 3 and Luck 3 and I would say that I'm reasonably lucky. I have gotten two Immortal Heroes of Tien Chi and a Necromancer, for example. :-)
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July 18th, 2005, 11:12 PM
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Sergeant
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Join Date: Nov 2003
Location: Rhode Island, USA
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Re: Conceptual Balance Series (Mod)
Oracle doesn't seem to be spawning astral gems. How does this work exactly?
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July 18th, 2005, 11:35 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: Conceptual Balance Series (Mod)
Quote:
Huntsman said:
Oracle doesn't seem to be spawning astral gems. How does this work exactly?
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Normally, they apear in the oracle's gem box. However, there is a bug in the current version where it no longer produces them.
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July 19th, 2005, 11:09 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Conceptual Balance Series (Mod)
But the Great Enchantress (in Zen's pretender mod) does produce her one per turn. Seems it should be fixable via mod?
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Wormwood and wine, and the bitter taste of ashes.
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