|
|
|
 |

August 7th, 2005, 10:22 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Conceptual Balance Series - finally a new ver
Caelian seraph description talks about them having both air and water magic, but they only have A2, no water at all. I'll ad W1 for them.
Edi
|

August 7th, 2005, 01:33 PM
|
Lieutenant General
|
|
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
|
|
Re: Conceptual Balance Series - finally a new ver
Thanks a lot, Edi, I realized they would need editing, but I didn't count on this much.
I was aware of the formating issues with making the mods in .rtf, but by the time I realized it the mods were basicly done. Good catch on the gem genearting issue, and te description is also wierd, he should be scrapped as a pretender. Water magic on the seraph is probably a good idea.
|

August 7th, 2005, 03:06 PM
|
 |
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Conceptual Balance Series - finally a new ver
You're welcome.
I'm pretty anal retentive about spelling errors, formatting and documentation, so what you're basically going to get is a completely reformatted version of the mods where it is visually much easier to find everything (separator lines, allcaps header lines etc) and where everything will use the same syntax. I already had complete readmes for most of the recent stuff, so this is basically just updating those.
I would also like it if we renamed the mod files a little bit, to be like "concept<insert modname>.dm", so it'll be easier to see which file you're dealing with. E.g. "conceptpretender.dm", "conceptspell.dm" etc. Right now it's "concept<alphabetsoup>.dm" and it's another thing that annoys the hell out of me.
The nation mod readme is going to take a file, so I'll post that separately, but everything else will be in the same package (mods, readmes, the graphics files etc).
The dwarf elder and the seraphs, I'll fix those. I would also like to see the Gryphon Rider (garnet amazon sacred unit) changed to be more like the black hunters of Machaka, i.e keep the original gold cost of 125 but make them stay as gryphons after the battle if the rider is killed. Otherwise even the cost reduction to 100 gold will make them too costly due to fragility because currently the gryphons disappear after battle (it's done with the #tmpsecondshape command instead of #secondshape). That's the only change I'm planning to the nation mod, and I think it might see the gryphon riders used a bit more.
By the way, the crystal amazons are not modified at all. Is this intentional?
Edi
|

August 7th, 2005, 03:21 PM
|
Lieutenant General
|
|
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
|
|
Re: Conceptual Balance Series - finally a new ver
On gryphon riders; keeping them after battle seems slightly unthematic, they are supposed to be very wild and independent. I have seen them used even at 125 gold when you simply need flyers, on the other hand I don't think having the gryphons stick around would necessarily be overpowered.
I didn't see any point in editing crystal amazons as they are not in the game other than as mercs or specifically placed in a scenario. I have no problem with you re-naming the files.
|

August 7th, 2005, 05:40 PM
|
 |
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Conceptual Balance Series - finally a new ver
I'll see what to do with the gryphon riders. In any case, the pretender, spell and nation mods have been checked and fixed, and there are now complete readmes for pretenders, spells and scales.
I'll post the lot tomorrow or the day after, after I've cheked everything one more time.
It might also be a good idea to make a creature mod that incorporates all the changes to the summoned creatures that the spell mod does, but which leaves the spells themselves alone. It doesn't have a banner, unless someone wants to Photoshop one, but the mod file itself would be easy to do. That way you would have vanilla spells but modified creatures if you like the spell costs the way they are.
Edi
|

August 7th, 2005, 05:55 PM
|
Lieutenant General
|
|
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
|
|
Re: Conceptual Balance Series - finally a new ver
Quote:
Edi said:
It might also be a good idea to make a creature mod that incorporates all the changes to the summoned creatures that the spell mod does, but which leaves the spells themselves alone. It doesn't have a banner, unless someone wants to Photoshop one, but the mod file itself would be easy to do. That way you would have vanilla spells but modified creatures if you like the spell costs the way they are.
|
Perhaps, though I think a better dividing line would be summons vs. spells. i.e., one mod modifies the cost and stats for summons, the other handles everything else.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|