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  #1  
Old September 5th, 2005, 03:34 PM

quantum_mechani quantum_mechani is offline
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Default 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.
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File Type: zip 377733-concept4.zip (100.4 KB, 278 views)
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  #2  
Old September 7th, 2005, 12:49 PM
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PashaDawg PashaDawg is offline
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Default 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
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  #3  
Old September 7th, 2005, 01:53 PM

quantum_mechani quantum_mechani is offline
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Default 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.
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  #4  
Old September 7th, 2005, 08:29 PM
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Default Re: Conceptual Balance Mods - Version 4.0

Ok. If I know it is intentional, then it is not confusing!

Thanks.
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  #5  
Old September 7th, 2005, 11:03 PM
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archaeolept archaeolept is offline
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Default Re: Conceptual Balance Mods - Version 4.0

I vote for base! : P
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  #6  
Old September 7th, 2005, 11:56 PM
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Default 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.
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  #7  
Old September 8th, 2005, 12:19 AM

quantum_mechani quantum_mechani is offline
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Default 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.
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Old September 9th, 2005, 06:16 AM

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Default 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.
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Old September 9th, 2005, 08:59 PM
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Default 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".
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  #10  
Old September 11th, 2005, 09:27 AM
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Default 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.
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