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May 5th, 2005, 02:46 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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New version out (7.51)
I released a new version, 7.51. This is identical in every way to 7.50 except that the file and mod names were changed from "Recruitable Rebalance" to "Recruitable Rebalance 751". This was done so that people can play multiple games with different mod versions, should they so desire, without the files overwriting each other. All future revisions will be named in this manner. Sorry for any confusion!
Resok - thanks for noting the typo; I'll fix it in the next version.
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May 11th, 2005, 10:25 AM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
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Re: New version out (7.50)
this mod works with the demo version?
__________________
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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May 11th, 2005, 02:03 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: New version out (7.50)
No mod works with the demo version. That is one of its limits.
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May 12th, 2005, 04:43 PM
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Private
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Join Date: May 2005
Location: Poland, Szczecin
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Re: New version out (7.50)
what i can do with your files? where copy it? maybe its any mod part?
(sorry i'm newby)
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May 12th, 2005, 04:47 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: New version out (7.50)
Unzip the zipped mod into \Dominions 2\mods\
That's the way to install any Dominions 2 mod. Once it is unzipped, you should see a file called "Recruitable Rebalance 751.dm" and a directory called "CherryData" in the "mods" folder.
After that, you can enable or disable the mod under "Preferences" in the Dominions 2 title screen.
Have fun!
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May 12th, 2005, 04:57 PM
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Private
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Join Date: May 2005
Location: Poland, Szczecin
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Re: New version out (7.50)
ok, thanks
are you in position to do mod for eliminate orion mercenaries from this game?
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May 12th, 2005, 10:36 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: New version out (7.50)
Quote:
majama said:
ok, thanks
are you in position to do mod for eliminate orion mercenaries from this game?
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I could weaken them, but I'm not going to . I like Orion's squad the strength it is. If I could increase the price to 150-200 gold, I'd do that, but currently mercenary prices cannot be modded. It does not matter in multiplayer, since everyone will just bid how much they think the Knights are worth.
However, I think Eternal Knights should heal, since they are listed as immortals...
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May 15th, 2005, 05:43 PM
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Second Lieutenant
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Join Date: Sep 2004
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Re: Infantry Balance Mod
This series of changes does a lot to Ulm, but a lot of it seems really counterproductive. The fact that various units have Cold, Fire, or Shock resistance is a nice trick, but since it's not consistent across the army, it ends up being very hard to plan ahead.
And the increase in resource price seems to take the BP units completely out of contention. Even with order 3 and productivity you can't afford 2 Black Knights a turn, and that means that you can't conquer neutrals in any kind of reasonable amount of time. Even a 3 turn build-up will just get smacked down by level 6 neutrals, and that's not cool. (Interestingly, you will have a big pile of money left over in a pile, not that it will do you any good).
I suggest an increased money cost (like you have it), with a decreased resource cost. And you should make the resistances on all the BP units the same. The setup in which your axemen are resistant to one thing and your hammermen are resistant to another and your guardians to still another is a non-starter.
The problem with Ulm is that they can't get a big pile of BP units in fast enough to take territory fast enough to actually make their "good" units matter. They need a random elemental pick on the Smith, and they need a reduced resource cost on the BP units. Until they get that, it almost doesn't matter what their units have and do.
Although on that score, is there any reason why BP units shouldn't just use actual BP? The whole impetus for having them use inferior BP has always been lost on me.
-Frank
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May 15th, 2005, 05:50 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: Couple quick things...
Well, Frank,
Ulm just doesn't need many BP units or BK against indies, at least at strength <=7.
Just build Arbalests, shielded chainmail units, back them with the Prophet casting SoC and it's done ...
Still I'll have a closer look at the mod's Ulm setup.
Maybe you could also couple the mod with Zen's scale : Prod is much better with it, so it helps our tin-can builders .
I agree that the Smith needs a random Elemental. Why are Ulm smiths so much worse than Vanheim's dwarves ?
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May 19th, 2005, 07:14 PM
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Second Lieutenant
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Join Date: Sep 2004
Posts: 559
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Re: Infantry Balance Mod
BTW, if you really want a Soul Slay effect that only works once per battle, couldn't you just make an additional attack that had a very negative "#ratt" value? It could do zero damage and have an on-hit Soul Slay effect, and it would go off once per 50 turns or so, which means that he Valkyries would cough it up on the first round of combat and not afterwards.
-Frank
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