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November 4th, 2006, 04:23 PM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
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Re: Conceptual Balance Mod 0.91
Well, the game crashed when I tried to create a new game with the mod enabled. Didn't even print out a stderr file. O_o
Tried a 2nd time and now it works, odd.
__________________

"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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November 4th, 2006, 07:16 PM
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Major
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Join Date: Jan 2006
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Re: Conceptual Balance Mod 0.91
heh might I suggest asking a mod to merge this thread with the .90 one which has significantly more replies?
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November 9th, 2006, 07:42 PM
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Corporal
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Join Date: May 2004
Location: Ohio
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Re: Conceptual Balance Mod 0.91
This looks really nice! I'm gonna start up a SP game this weekend to try it out.
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November 10th, 2006, 01:21 PM
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Corporal
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Join Date: May 2004
Location: Ohio
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Re: Conceptual Balance Mod 0.91
Haruspex seems to be untouched. Was that intentional?
Because of the changes you made to raise skeletons, my casters tried to use raise dead and since there were no corpses, nothing happened. I think if you want to weaken the skelespam, you should leave the spell at death 2 and maybe lower the number of effects from 5 to 4. Making changes to the path screws up the battle AI.
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November 10th, 2006, 02:58 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: Conceptual Balance Mod 0.91
Quote:
Ighalli said:
Haruspex seems to be untouched. Was that intentional?
Because of the changes you made to raise skeletons, my casters tried to use raise dead and since there were no corpses, nothing happened. I think if you want to weaken the skelespam, you should leave the spell at death 2 and maybe lower the number of effects from 5 to 4. Making changes to the path screws up the battle AI.
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Missing haruspex was a bug.
That's a good point about raise dead, as long as that bugginess remains a different solution is needed.
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November 11th, 2006, 02:45 AM
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Corporal
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Join Date: May 2004
Location: Ohio
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Re: Conceptual Balance Mod 0.91
Crude shortbows don't display arrow animations, they just deal damage.
I've been testing more and I think it's more a problem with raise dead than raising the cost of skeletons. Even in the vanilla game, mages will cast it when there are no corpses to animate. Perhaps it should be removed until it's fixed.
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November 11th, 2006, 03:47 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: Conceptual Balance Mod 0.91
Quote:
Ighalli said:
Crude shortbows don't display arrow animations, they just deal damage.
I've been testing more and I think it's more a problem with raise dead than raising the cost of skeletons. Even in the vanilla game, mages will cast it when there are no corpses to animate. Perhaps it should be removed until it's fixed.
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Ah, seems I forgot to set the arrow sprite for the bows.
I'll report the raise skeletons issue to illwinter, I think they heard it before but sometimes bugs get buried and forgotten.
Thanks for the testing and issue finding, this was the reason I released the early mod version in the first pace.
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