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October 31st, 2008, 04:01 PM
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Second Lieutenant
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Join Date: Nov 2003
Location: houston TX
Posts: 493
Thanks: 32
Thanked 1 Time in 1 Post
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Re: Conceptual Balance 1.3, updated documentation
Hey qm, I just want to emphasize, since tone is hard to intergrate into font, that this mod is teh awesome. Making pretender choice interesting even by itself would merit you a shrine, the masses of great other stuff is just gravy. Wasn't implying I was unhappy witht he mod, just kvetching as a Man player under the gun....
I'm treating this as a discussion thread, but if I'm posting in the wrong place let me know.
One thing I think you might consider for a future version is giving each nation a bless pretender for their natural magic paths. Sort of like the bahomet for mari, but with some variation depending on thematic preferences. If someone is willing to take an immobile pretender that doesn't expand their magic diversity at all, I think they deserve a discount.
For example when I was trying to find an earth nature bless for Maverni, I had either to pay through the nose with an 80 pont new path (greek) cyclope, the 60 point new path nature serpent (who I love btw) or I was briefly envious that some nations get the gorgon, but realized that wasn't thematically much better. I could of couse take the goddess of willendorf... except she's well... as expensive as usual, and my tramplers ALWAYS die. etc. I eventually went with an (imprisioned)lord of the forest, but I didn't want an SC just a bless.... something like the Spirit of Maverni 2e/2n dom 4 would have been lovely even if it costs 75 points or whatever would pass as exorbitant.
Just a thought, and thanks for all your work,
Rabe
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October 31st, 2008, 06:32 PM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
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Re: Conceptual Balance 1.3, updated documentation
The serpent and monolith are pretty much as thematic as you get for Marverni pretenders, and you'd have had better results for your points (on an E9/N8 or 9 bless) with the Serpent than the Lord of the Forest.
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October 31st, 2008, 07:42 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Conceptual Balance 1.3, updated documentation
Just a note:
I notice alot of misspellings in the dm file itself.
Maybe we could get Edi to look at it?
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October 31st, 2008, 08:10 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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Re: Conceptual Balance 1.3, updated documentation
I noticed a number of spelling errors, too, playing in a MP game with CB included. It seems that the descriptions, whereever they come from, aren't that homogenous, too. But I might think that Edi would gladly reject doing any more work. For most things, running it through a spellcheck should work, I think.
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October 31st, 2008, 10:42 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 1.3, updated documentation
Quote:
Originally Posted by rabelais
Hey qm, I just want to emphasize, since tone is hard to intergrate into font, that this mod is teh awesome. Making pretender choice interesting even by itself would merit you a shrine, the masses of great other stuff is just gravy. Wasn't implying I was unhappy witht he mod, just kvetching as a Man player under the gun....
I'm treating this as a discussion thread, but if I'm posting in the wrong place let me know.
One thing I think you might consider for a future version is giving each nation a bless pretender for their natural magic paths. Sort of like the bahomet for mari, but with some variation depending on thematic preferences. If someone is willing to take an immobile pretender that doesn't expand their magic diversity at all, I think they deserve a discount.
For example when I was trying to find an earth nature bless for Maverni, I had either to pay through the nose with an 80 pont new path (greek) cyclope, the 60 point new path nature serpent (who I love btw) or I was briefly envious that some nations get the gorgon, but realized that wasn't thematically much better. I could of couse take the goddess of willendorf... except she's well... as expensive as usual, and my tramplers ALWAYS die. etc. I eventually went with an (imprisioned)lord of the forest, but I didn't want an SC just a bless.... something like the Spirit of Maverni 2e/2n dom 4 would have been lovely even if it costs 75 points or whatever would pass as exorbitant.
Just a thought, and thanks for all your work,
Rabe
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Adding new content is a bit beyond the scope of the mod at the moment, but I do appreciate any feedback I can get. Glad you enjoy the mod.
As far as spelling, yeah it's an issue, I keep forgetting to work on that when I release a new version.
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October 31st, 2008, 10:55 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Conceptual Balance 1.3, updated documentation
Taking so many different modules by different people and getting them to work together is a chore enough. When you are reading thru such adds you are catching modding errors and conflicts. Kudos to you for it. I can totally understand each authors minor spelling errors slipping thru. For someone like that, a proofreader tackling it with a fresh eye would be more effective. Edi has been doing that for the devs and doing a great job (hence little things like descripts and events getting fixed). Thats why I thought of him first.
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November 1st, 2008, 05:18 AM
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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 1.3, updated documentation
Barthulf (377) hero of MA Ulm shouldn't have Star of Heroes (173) the armor-breaking morning star. Its area effect can affect him and his bodyguards, and it takes several turns to get the armor repaired even in a mountain province.
Star of Thraldom might work better, or perhaps Holy Scourge (even if it's two-handed usually). It should be possible to mod a 2-handed weapon and a shield to the same unit.
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November 2nd, 2008, 08:59 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Conceptual Balance 1.3, updated documentation
If someone were to read through the mod and look for spelling errors... in what format would you like to see (proposed)corrections made?
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November 3rd, 2008, 11:44 AM
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Sergeant
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Join Date: Oct 2003
Location: Vienna, Austria, Europe
Posts: 234
Thanks: 62
Thanked 11 Times in 6 Posts
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Re: Conceptual Balance 1.3, updated documentation
i always look forward for the next version of the CBM mod and i don't care about the spelling.
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November 24th, 2008, 10:58 PM
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Corporal
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Join Date: Mar 2004
Posts: 153
Thanks: 0
Thanked 3 Times in 3 Posts
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Re: Conceptual Balance 1.3, updated documentation
Is this mod still usable with patch 3.21?
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