|
|
|
 |
|

September 5th, 2005, 03:34 PM
|
Lieutenant General
|
|
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
|
|
Re: Conceptual Balance Mods - Version 4.0
At the risk of making this thread as cluttered of the last one, here is a new version, with many fixes.
|

September 7th, 2005, 12:49 PM
|
 |
General
|
|
Join Date: Jul 2004
Location: Portland, ME (USA)
Posts: 3,241
Thanks: 31
Thanked 65 Times in 18 Posts
|
|
Re: Conceptual Balance Mods - Version 4.0
I might have found a bug.
The winged shoes cost 5 air + 5 air (not just 10 air). Is that correct?
Pasha
|

September 7th, 2005, 01:53 PM
|
Lieutenant General
|
|
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
|
|
Re: Conceptual Balance Mods - Version 4.0
Quote:
PashaDawg said:
I might have found a bug.
The winged shoes cost 5 air + 5 air (not just 10 air). Is that correct?
Pasha
|
It is sort of an experiment. You see, that is the only way of making them more expensive without needing more air magic to forge. However, if it turns out it is too confusing they will be put back to base.
|

September 7th, 2005, 08:29 PM
|
 |
General
|
|
Join Date: Jul 2004
Location: Portland, ME (USA)
Posts: 3,241
Thanks: 31
Thanked 65 Times in 18 Posts
|
|
Re: Conceptual Balance Mods - Version 4.0
Ok. If I know it is intentional, then it is not confusing!
Thanks.
|

September 7th, 2005, 11:03 PM
|
 |
Lieutenant General
|
|
Join Date: Feb 2004
Posts: 2,687
Thanks: 20
Thanked 54 Times in 39 Posts
|
|
Re: Conceptual Balance Mods - Version 4.0
I vote for base! : P
|

September 7th, 2005, 11:56 PM
|
 |
Lieutenant General
|
|
Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Conceptual Balance Mods - Version 4.0
Quote:
quantum_mechani said:
Quote:
PashaDawg said:
I might have found a bug.
The winged shoes cost 5 air + 5 air (not just 10 air). Is that correct?
Pasha
|
It is sort of an experiment. You see, that is the only way of making them more expensive without needing more air magic to forge. However, if it turns out it is too confusing they will be put back to base.
|
I recommended trying it, since it makes the shoes expensive to put on every swinging richard of a thug, without putting it totally out of the reach of many nations. (Pity poor Marignon, 1 strat movement mages, and they'd need to empower someone who got air as a random to make the boots if they were 10 air requiring skill 2.)
Same thing might be done with the life draining weapons - if you make them require death-3, it puts them more or less out of the reach of non-death nations. But if you make them death 2 + death 2, the expense goes up without shafting the nations that don't start strong in death magic.
__________________
Wormwood and wine, and the bitter taste of ashes.
|

September 8th, 2005, 12:19 AM
|
Lieutenant General
|
|
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
|
|
Re: Conceptual Balance Mods - Version 4.0
Quote:
Cainehill said:
Same thing might be done with the life draining weapons - if you make them require death-3, it puts them more or less out of the reach of non-death nations. But if you make them death 2 + death 2, the expense goes up without shafting the nations that don't start strong in death magic.
|
Since it ends up looking so weird, I would really rather keep use of the technique to a minimum. The goal with lifedrain weapons is that they are now nerfed enough (and other weapons boosted enough) that not having access to them is not a huge deal.
|

September 9th, 2005, 06:16 AM
|
Captain
|
|
Join Date: May 2004
Posts: 860
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Conceptual Balance Mods - Version 4.0
In the nation mod, the Newt still ain't right. This time it's got the description in the mod-file, but with the #name command. So, in effect it's got a borked name and no description, the poor thing. 
|

September 9th, 2005, 08:59 PM
|
 |
Lieutenant General
|
|
Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Conceptual Balance Mods - Version 4.0
Heh. Amusing typo on Abyssia's Blood of the Humans theme; the Guardians of the Pyre are "trained as priests or [/i]scared[/i] warriors."  Also, the name of 2nd commander from the left for the theme's "When the humanbred population w".
__________________
Wormwood and wine, and the bitter taste of ashes.
|

September 11th, 2005, 09:27 AM
|
 |
Lieutenant General
|
|
Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Re: Conceptual Balance Mods - Version 4.0
Quote:
quantum_mechani said:
Quote:
Cainehill said:
Same thing might be done with the life draining weapons - if you make them require death-3, it puts them more or less out of the reach of non-death nations. But if you make them death 2 + death 2, the expense goes up without shafting the nations that don't start strong in death magic.
|
Since it ends up looking so weird, I would really rather keep use of the technique to a minimum. The goal with lifedrain weapons is that they are now nerfed enough (and other weapons boosted enough) that not having access to them is not a huge deal.
|
Would perfectly fit for hoard items too. Overall it is rather unfair that now lots of potentially top hoarding nations can't hoard anymore, like Mictlan, Caelum, Jotunheim etc..
And for clams the 10W 10S change is not enough also, 20W would be better and 25% more costs.
|
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
|
|
|
|
|