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  #1  
Old August 21st, 2005, 07:09 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mods - Version 3.0

Quote:
ioticus said:
What does the Conceptual Complete Mod do? The description only mentions it modifies Pretenders but that couldn't be right, could it? There is already a Conceptual Pretender Mod for that.
Ah, you seem to have found another small bug. What it should say is that concept complete combines all the other concept mods into one.
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  #2  
Old August 22nd, 2005, 11:35 AM
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Endoperez Endoperez is offline
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Default Re: Conceptual Balance Mods - Version 3.0

This includes Conceptual Nations Mods, big brother to the Nations mod you asked about in the other thread. They are not combatible.
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  #3  
Old September 27th, 2005, 11:55 AM
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Default Re: Conceptual Balance Mods - Version 3.0

I am again confused: The complete mod attached to earlier posts is still 4.0, while Edi writes that the nation mod suffers some serious mistakes which is why he attaches nation mod 4.1, however, there is no complete 4.1 around, is there? Can I just merge the files myself? My players are actually already getting confused because of these changes and resistance against modding is building up...

...so can anyone link the definitive complete mod to use, please?

...what are those 'serious' mistakes in 4.0? Are they really serious? I'd rather have my players handle a single file instead of 5 if those 'serious' issues are not so serious...
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  #4  
Old September 27th, 2005, 12:57 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mods - Version 3.0

Quote:
Chazar said:
I am again confused: The complete mod attached to earlier posts is still 4.0, while Edi writes that the nation mod suffers some serious mistakes which is why he attaches nation mod 4.1, however, there is no complete 4.1 around, is there? Can I just merge the files myself? My players are actually already getting confused because of these changes and resistance against modding is building up...

...so can anyone link the definitive complete mod to use, please?

...what are those 'serious' mistakes in 4.0? Are they really serious? I'd rather have my players handle a single file instead of 5 if those 'serious' issues are not so serious...
Yes, it is too bad Edi released a half-a-version nation mod, I think it really increases confusion.

As I said in my last post, the most current complete mod is attached to one of my posts on page two. I do not believe there are any major issues with it, or even with the version before it (3.0). The reason I have not changed the first post to complete 4.0 is that I am about to release the next major version, possibly even some time today. With luck, this may be the final version, though something tells me otherwise.

EDIT: Oh, and I'm intimately familiar with the 'resistance against modding' phenomenon. A couple mods have issues or are hard to find the right version and suddenly all of modding is terrible mistake. I find the best remedy is a quick game or two whacking them over the head with base game imbalances.
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  #5  
Old September 27th, 2005, 04:29 PM
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Default Re: Conceptual Balance Mods - Version 3.0

Quote:
quantum_mechani said:
The reason I have not changed the first post to complete 4.0 is that I am about to release the next major version, possibly even some time today.

Today?! TODAY?! edy: Great!

Quote:

EDIT: Oh, and I'm intimately familiar with the 'resistance against modding' phenomenon. A couple mods have issues or are hard to find the right version and suddenly all of modding is terrible mistake. I find the best remedy is a quick game or two whacking them over the head with base game imbalances.
Yeah, and then they abandon the game because they cant keep up anyway with such an unbalanced game... ...this is sort of futile. Either I get it smoothly done or not at all! Humans are always so impatient, a pity!
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  #6  
Old September 28th, 2005, 06:21 AM
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Default Re: Conceptual Balance Mods - Version 3.0

Well, I'd have released a full compilation, except I was seriously pressed for time with all sorts of school work and other stuff deadlining around then. Sorry about that. But it seemed the natural thing to do, to put out the halfversion along with the readme, because it did fix some pretty obscure problems that were not the easiest to find.

I'm looking forward to the next version.

Edi
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  #7  
Old September 28th, 2005, 06:18 PM
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Default Re: Conceptual Balance Mods - Version 3.0

Don't know if this has been mentioned yet, there is a problem with the description of at least one of the units of Ulm's troops in 4.0: the actual elemental resistance and flavor text do not agree with each other (text mentions heat resistance, but actual resistance is to cold).

I have dl'ed a few different versions of the mod, and am not 100% sure this error is in the very latest, but I think so.
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