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October 24th, 2007, 10:15 AM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
Posts: 604
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Thanked 6 Times in 6 Posts
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Re: slowing research
I would not like to use drain scales because i still want to use magic extensively, only the rate of research i would like to be reduced to slower than the Very Difficult setting...
Arcaeolept: whitou changing drain levels? how would i do that? can you give any examples?
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Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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October 24th, 2007, 12:58 PM
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Lieutenant General
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Join Date: Feb 2004
Posts: 2,687
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Thanked 54 Times in 39 Posts
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Re: slowing research
ah, i don't know the modding commands, but d/l the conceptual balance mod and check the code for the scales mod... Quantum basically put the +/- research points back to what it used to be, so you could have it such that magic 3 gave you +0 RP, magic 0,1 -1, drain 1,2 -2, drain 3 -3 for instance
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October 24th, 2007, 02:32 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
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Re: slowing research
One option, althought a tedious one, would be to mod the nations you're intending to be using in the game. Just give all of the mages #researchbonus -3. And make Lightless Lanter, Owl Quill and Skull Mentor researchlevel 10. That should do it.
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I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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October 24th, 2007, 04:14 PM
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General
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Join Date: Oct 2007
Location: Poland
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Re: slowing research
And then do the same with indies? Quite stupid solution.
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October 24th, 2007, 06:17 PM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
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Re: slowing research
Do it with all .. what .. 1234 mages in the game.
Including summons, indies and heros. Oh, wait - does the game engine take that many modding commands? 
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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October 24th, 2007, 07:28 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: slowing research
Possible, although it'd be a little funny if Oni researched as well as Loremasters. 
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Are we insane yet? Are we insane yet? Aiiieeeeee...
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October 25th, 2007, 01:52 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
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Re: slowing research
Quote:
Arralen said:
Do it with all .. what .. 1234 mages in the game.
Including summons, indies and heros. Oh, wait - does the game engine take that many modding commands?
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Who said that that yuo'd have to mod ALL mages? If you intend to play a EA game with 8 nations for example, just preselect who those 8 nations will be and mod their mages + some common indies. (Tribe Shamans, Lizard Shamans, Druids). If he finds any independent mages from magic siten, he can just alter the .dm file to include those too and continue the game.
It's not the best solution, but the only one I can see at the moment.
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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October 25th, 2007, 02:01 AM
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Major
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Join Date: Dec 2006
Posts: 1,226
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Thanked 86 Times in 48 Posts
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Re: slowing research
If you do take the modding route you'll probably want to lower it by a % instead of a flat number, so that low-research nations aren't even worse off than usual (because taking away 3 RP from a starspawn stings, but 3 RP from a shaman and they're completely useless)
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