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June 30th, 2005, 10:52 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
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Re:
Can anyone tell me where can I find the info on the new scales (the new numbers that is)?
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June 30th, 2005, 12:19 PM
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Second Lieutenant
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Join Date: Sep 2004
Posts: 483
Thanks: 0
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Re:
it´s in the dm file:
#deathincome 4 -------> means one scale of growth(death) raises(lowers) income by 4%.
#deathdeath 3 --------> means you get 0.3% more pop per turn per growth scale.
#slothincome 4 --------->means one scale of productivity(sloth) raises(lowers) income by 4%.
#slothresources 15--------->means one scale of productivity(sloth) raises(lowers) resources by 15%.
#misfortune 13------> one scale of luck makes a good event 13% more likely.
#eventisrare 20------> raises the chance that an event becomes a rare event.
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July 9th, 2005, 01:26 AM
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Captain
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Join Date: May 2004
Posts: 947
Thanks: 1
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Re: spell mod and elementals
About the spell mod and elementals:
I like the fact that elementals have been made cheaper to summon in combat; they're viable battlefield spells now. However, I worry that they may be too good, especially "living clouds/earth/water/fire" (the one that summons 4 elementals for still only 1 gem).
I think the normal elemental summoning should stay at 1 gem, but that living earth should be moved to 2 gems. That's still cheaper than it was in the original game. Also, it's still worthwile compared to the normal elemental summoning: that one summons 1 elemental for 1 gem. Living Earth summons 4 elementals for 2 gems, a nice x2 effect for your research investment. Right now in Zen's mod, it's a x4 effect, and that seems a little unbalanced.
But, I don't mind if it stays the way it is, if so I'll just continue to cast the crap out of it when I get the research level.
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July 10th, 2005, 08:51 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
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Re: spell mod and elementals
Seems about right - a level 8 research spell is supposed to have some oomph, not to mention that most nations aren't going to have a whole lot of mages that can cast it. The lower level versions, I generally wouldn't cast at all, unless maybe something desperate was going down : just not efficient to burn 1 gem per elemental.
__________________
Wormwood and wine, and the bitter taste of ashes.
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July 12th, 2005, 06:48 PM
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Captain
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Join Date: Feb 2004
Location: within 200km of Ulm
Posts: 919
Thanks: 27
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Re: spell mod and elementals
What about Draconians? Would it not be thematical for the size 4 Draconians to have the "Wing Buffet"-Weapon as well in addition to their bite attack?
The two added nature skills for the chief is nice, but I feel that they are still inferior as compared to sea trolls (same level, same cost) who regenerate and are not cold blooded...just wondering.
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July 13th, 2005, 11:35 AM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
Posts: 2,703
Thanks: 0
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Re: spell mod and elementals
But Draconians OMG HAX
FLY! 
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