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  #1  
Old October 17th, 2007, 05:44 AM

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Default Re: Conceptual Balance Mod (and summary file) 1.

I wasn't aware there was a "Destroy armor" weapon. I thought that property was one of those that exists on items, not equipment. Like the properties on item-armour.


Edit: By the way there is no copy weapon command.
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  #2  
Old October 17th, 2007, 05:52 AM
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Default Re: Conceptual Balance Mod (and summary file) 1.

Weapon 174, "Armor Dest"

Most of the special weapon attributes, like Small Area Flame and Frost, or 1AN+MR, or Enslavement, are actually weapons.
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Old October 17th, 2007, 06:02 AM

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Default Re: Conceptual Balance Mod (and summary file) 1.

Oh then I think the answer is simple.

#selectweapon "Star of Heroes"
#secondaryeffectalways XXX
#end

#newweapon XXX
#name "Wreck Armor"
#aoe 1
#secondaryeffect "Armor Dest"
#end

That should/could work. Obviously needs a test. I don't know if you can chain secondaryeffects.
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  #4  
Old October 17th, 2007, 06:23 AM
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Default Re: Conceptual Balance Mod (and summary file) 1.

Quote:
Sombre said:
Oh then I think the answer is simple.

#selectweapon "Star of Heroes"
#secondaryeffectalways XXX
#end

#newweapon XXX
#name "Wreck Armor"
#aoe 1
#secondaryeffect "Armor Dest"
#end

That should/could work. Obviously needs a test. I don't know if you can chain secondaryeffects.
You probably can. However, AFAIK, this would create a default weapon (0 dam + str? whatever) that has the same special effect as the Star of Heroes. It might work, it might not. In case it doesn't work, this might work:

#newweapon XXY
#name "Destruction"
#copyweapon "Armor Dest"
#aoe 1
#end
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Old October 17th, 2007, 06:36 AM
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Default Re: Conceptual Balance Mod (and summary file) 1.

Neither of these worked.
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  #6  
Old October 17th, 2007, 07:22 AM
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Default Re: Conceptual Balance Mod (and summary file) 1.

Sombre, that one can't work, since AoE weapon secondaryeffects must always be of the #secondaryeffectalways variety. Try assigning AoE 1 to Armor Dest and see where that gets you. Or did you try that already, Endo?
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  #7  
Old October 17th, 2007, 07:25 AM
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Default Re: Conceptual Balance Mod (and summary file) 1.

Quote:
Endoperez said:
Neither of these worked.
That's a shame.

It's a pet peeve of mine, but I'd really like to see a forgeable weapon that strikes with AoE (think of Sauron at the battlefield in the first LoTR movie, Sauron struck like 3 guys at once). Something to give some options for a SC/thug weapon besides the Brands.
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Old October 17th, 2007, 07:50 AM

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Default Re: Conceptual Balance Mod (and summary file) 1.

Endo's one didn't work because there is no #copyweapon command, which I pointed out earlier.


Ok, so try my one but use #secondaryeffectalways both times.

So:

#selectweapon "Star of Heroes"
#secondaryeffectalways XXX
#aoe 1
#end

#newweapon XXX
#name "Wreck Armor"
#aoe 1
#nostr
#dmg 1
#secondaryeffectalways "Armor Dest"
#end


The reason to avoid messing with "Armor Dest" giving it aoe 1 is that it might impact more than the star of heroes.

Oh and Burnsaber: It's not that we're having trouble getting AOE working on star of heroes. The problem is getting the AOE on the armour destroying effect as well.
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  #9  
Old October 17th, 2007, 12:51 PM

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Default Re: Conceptual Balance Mod (and summary file) 1.

QM:

Yeah, it's true.. I sort of agree that Hammers are underpriced in the base game, it's not so much the cost that I don't like but the requirement of an Earth-4 caster to make it. Hammers need to be relatively easy to get, or items just get so costly, imo. I feel entitled to cheap items, and if everyone has them, I don't see a balance problem.

As far as the indy commanders, it's again mostly a convenience issue.. but also the fact that indy commanders aren't worth 65 gold. I don't see the reason why people should be forced to pay through the nose for a unit-ferry. Maybe it reduces the number of national commanders seen in the game, but I guess I just don't see that as much of a problem.

You could set the indy commanders at 45 gold, say, and even that is overpriced for what you're getting. You'd be paying more for convenience, and that would make sense. It's just that 65 is too much, it's so much that it would actually change my buying patterns, which I know was your intent. But I don't like that.
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  #10  
Old October 17th, 2007, 01:00 PM
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Default Re: Conceptual Balance Mod (and summary file) 1.

Hey, if you want it changed you should edit the last chapter. "What you did does exactly what you wanted it to do. I don't like it" isn't a good argument...
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