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February 9th, 2008, 06:49 PM
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Sergeant
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Join Date: Dec 2003
Location: New York City
Posts: 340
Thanks: 0
Thanked 3 Times in 3 Posts
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Re: Conceptual Balance Mod 1.2
"gain a charge bonus to damage based on the attacking mounted unit's AP "
I could see that. Where both the pikemen and the heavy cavalry get killed when the cavalry hits with the charge.
In this case, the 'vs cavalry' bonus would be tied into an enemy unit having a charge attack and not a mounted identifier.
However, adding a new unit ability would probably best be done by Illwinter and not by modding. Anyway, it's an intriguing idea that should be carefully examined in a myriad ways by the community (Possibly better outside the modding section of the forum).
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February 9th, 2008, 07:58 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
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Thanked 67 Times in 27 Posts
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Re: Conceptual Balance Mod 1.2
The point I'm making is that any solution we achieve through modding is inherently somewhat clumsy. Personally, I like the "animal awe" one best.
It's unlikely that KO is going to implement an entirely new weapon ability; but it's at least conceivable that, if there were consensus:
a) That pikes and longspears (and similar weapons) *should* have an additional bonus against cavalry (the repel attacks actually do help somewhat under the current rules,) and
b) what exactly the bonus should be.
he might.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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February 9th, 2008, 10:41 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
Thanks: 8
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Re: Conceptual Balance Mod 1.2
Is it deliberate that carrion woods is now in CB a level zero spell, or is that a bug?
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February 10th, 2008, 01:41 PM
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Captain
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Join Date: Oct 2007
Location: guess - and you'll be wrong
Posts: 834
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Re: Conceptual Balance Mod 1.2
Quote:
Sir_Dr_D said:
Is it deliberate that carrion woods is now in CB a level zero spell, or is that a bug?
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It appears to be intentional. The code:
#selectspell "Carrion Woods"
#researchlevel 0
#fatiguecost 5000
#pathcost 0 5
#pathcost 1 4
#end
The intention is to drop the research level to 0, increase the nature gem cost to 50, and drop the spell requirement to N5D4.
HOWEVER, there is an error! #pathcost was used instead of #pathlevel (#pathcost is used for pretender design). Thus the spell is still N6D5. Assuming N5D4 is intented, the correct code should be:
#selectspell "Carrion Woods"
#researchlevel 0
#fatiguecost 5000
#pathlevel 0 5
#pathlevel 1 4
#end
I like that it's a deliberately level-0 spell. LA Pangaea is supposed to be crawling with undead animals & manikins; in vanilla that won't happen until well into the late game.
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February 10th, 2008, 03:22 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Conceptual Balance Mod 1.2
Well, it could also be a 0-level spells to figure out if the changes work. I doubt it is in this case, because the actual spell isn't changed, only requirements and cost, but you never now.
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February 10th, 2008, 05:50 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Conceptual Balance Mod 1.2
Yes, level 0 is intentional, #pathcost obviously is not though, thanks for spotting it.
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February 15th, 2008, 09:22 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Conceptual Balance Mod 1.2
1.21 with various fixes and a little new content up.
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