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August 26th, 2007, 06:14 PM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: Conceptual Balance Mod (and summary file) 1.
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August 27th, 2007, 06:34 AM
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Second Lieutenant
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Join Date: Jul 2007
Location: country of stinky fromages
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Re: Conceptual Balance Mod (and summary file) 1.
I think that some minor change could maybe be made to EA Agartha, so they could dispose of a less crappy elite(maybe better att and def ?). For the moment, with the raise in cost of troglodites (which seems normal), I mostly use indeps, and, because most of them have been tweaked, I find agartha less efficient than before,what is quite odd.(they weren't top notch before, but maybe there is something I missed)
In all other aspects, this mod seems to me unavoidable.(I do no more play vanilla games)
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October 9th, 2007, 01:20 PM
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BANNED USER
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Join Date: Feb 2007
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Re: Conceptual Balance Mod (and summary file) 1.
Right, the 3.10 patch raises some problems. So far the two I've spotted with the help of lch (cheers buddy) are due to pointless annoying name changes which no doubt resulted from the nitpick kings and their 'typo fix' stuff.
First.
The next cbm has to replace #selectarmor "light weight scale mail" with, get this,..
#selectarmor "lightweight scale mail"
That was actually causing cbm to not work at all with 3.10. Nice huh?
Next up,
#selectspell "Claws of Cocytus" needs to be changed to
#selectspell "Claws of Kokytos"
Very, very silly.
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October 9th, 2007, 01:30 PM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: Conceptual Balance Mod (and summary file) 1.
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October 12th, 2007, 04:16 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Conceptual Balance Mod (and summary file) 1.
Those two are the only changes that break things between 3.08 and 3.10 in mods (unless someone has made the mistake of editing certain void monsters and the retiarius by their monster names instead of number). The biggest problem with the whole armor and spell issues is that they are not selectable by ID number as they properly should be. Well, spells are, afaik, but there is no spell DB yet. If you could select and assign armor by ID number (like you can do with weapons) instead of having to use the names, there would be no problems at all with those.
People have at various points *****ed about various typos, spelling errors and other such things in the game (I'm not the only one who has noticed such things), so once they were being looked at in a coherent fashion, it made no sense at all not to harmonize all spellings across the board. I have to shoulder a fair portion of the blame and I apologize for the inconvenience, but I do not regret those changes coming about.
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October 12th, 2007, 04:31 AM
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BANNED USER
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Re: Conceptual Balance Mod (and summary file) 1.
This isn't really about CBM, but it would be nice if when the patch was released the modders here could be informed which nametypes, nation numbers etc are being used by the new material. It would help us out and presumably not take long for KO or whoever to look up.
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October 12th, 2007, 04:53 AM
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National Security Advisor
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Re: Conceptual Balance Mod (and summary file) 1.
Point. I don't actually know the nametypes or nation numbers for the new ones, but Fomoria is supposedly 15 and Pythium SC is probably 70 (Lanka 68, Eriu 69 and SC is at the end of the LA list in games). Pythium SC probably uses the EA/MA Ermor & MA Pythium nametype, no idea about the Fomorians.
I'm going to compile a lot of the mod stuff that I talked about earlier and present it to IW for review for the next patch, now that a lot of the other stuff that was with 3.08 is out of the way. The next edition of the Dom3DB is also going to be more useful to nation modders (lists nation numbers, start forts and sites and will eventually have more stuff).
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October 12th, 2007, 06:52 AM
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General
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Re: Conceptual Balance Mod (and summary file) 1.
Quote:
Edi said:
Point. I don't actually know the nametypes or nation numbers for the new ones, but Fomoria is supposedly 15 and Pythium SC is probably 70 (Lanka 68, Eriu 69 and SC is at the end of the LA list in games). Pythium SC probably uses the EA/MA Ermor & MA Pythium nametype, no idea about the Fomorians.
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The IDs are correct. Nation number 70 changed its file names from nation_70.* to pythium.* which is, uh, funny in ongoing games, but amazingly does not break anything cross versions.
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