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  #281  
Old November 28th, 2004, 09:46 PM
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Default Re: Conceptual Balance Series (Mod)

Just curious - Is there still no public documentation for the magic item cost/requirements modding?

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  #282  
Old November 29th, 2004, 03:50 AM
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Default Re: Conceptual Balance Series (Mod)

Afaik, no. It should be forthcoming as soon as IW gets around to doing it (might be as early as patch 2.15, might not) and/or the modding beta testers (e.g. Psitticine, who did one of the earlier modding manuals, the one with the incomplete weapon list) get around to producing some.

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  #283  
Old December 8th, 2004, 08:34 PM
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Default Re: Conceptual Balance Series (Mod)

Quote:
Foom said:
The new fanatics are much more useful than the militia you used to get in special events, but I noticed that they also replace independent militia and Pythium's PD troops. Not sure if this makes a big difference balance wise, but it probably wasn't intended.

And it also replaces one of Man's recruitable militia units, giving Man somewhat of a boost (since the resource cost is high) but really boosting Pythium's PD pretty massively.

I'm guessing this is caused by the militia event having a hard-coded unit type/ID, so the only way to modify it was to change that specific unit type, with the ensuing ramifications to indies, Man, and Pythium.
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  #284  
Old December 8th, 2004, 11:33 PM

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Default Re: Conceptual Balance Series (Mod)

Magic Duel not magic duelling ...

Often the AI consider a waste to spend 1 magic pearl to deal with 1 enemy ... and refuse to.
Even if the enemy is the pretender alone and your best way to kill him is to magic duel it.

It happened that mages with an advantage of +2 or better (I tried til +4 difference beetween my and enemy astral mage) to refuse to cast magic duel, and indeed cast other crappy thing, ending in my defeat.
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  #285  
Old December 9th, 2004, 03:26 PM
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Default Re: Conceptual Balance Series (Mod)

I think there might be a typo with the Ageless Treelord; like the Vengeful Treelord, he gets nature gems and blood slaves instead of nature gems and earth gems (the latter being what his description suggests).

Intriguing mods. Eliminating Gift of Reason breaks a lot of cheese (and strongly differentiates Enslavement and Charming/Hellbinding), and eliminating Wish makes it a lot less interesting to horde clams. Like 'em so far.
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  #286  
Old December 10th, 2004, 04:32 AM
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Default Re: Conceptual Balance Series (Mod)

It is possible to change province defence of Pythium and recruitables of Man, so that they won't get the boosted militia. However, I haven't tested Zen's mods, so I don't know excatly what he has done.
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  #287  
Old December 13th, 2004, 03:18 AM

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Default Re: Conceptual Balance Series (Mod)

New Versions of the Mods availiable for testing.
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  #288  
Old December 17th, 2004, 07:59 AM
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Default Re: Conceptual Balance Series (Mod)

Much thanks to Zen for the effort!

Only a little question: is there somewhere a readme with the changes?
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  #289  
Old December 17th, 2004, 06:13 PM
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Default Re: Conceptual Balance Series (Mod)

Not yet. There is no readme for the previous spellmod, and the pretender readme while done is not yet published. I've had other stuff to do so they got on backburner, and I haven't had any word from Zen. I'll see about trying to get them done (for all Versions). Must wait till next week, though, so you won't see anything for a few days.

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  #290  
Old December 19th, 2004, 05:43 PM

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Default Re: Conceptual Balance Series (Mod)

Alright. I have a little time so I will put forth the ugly readme for everyone. I apologize I have been busy.

ScalesMod 1.1

First. The scalemod. The Stock are the unmodified values and Mod are the modified values replacing the stock. Rareevents is the likelyhood of the higher caliber of Luck events (Random Events are divided into two types, common and rare) per event.

Code:

Scale Stock Mod

Order/Turmoil Gold 7% Gold 6%
Productivity/Sloth Gold 2% Gold 4%
Resources 10% Resources 15%
Heat/Cold Gold 5% Gold 7%
Growth/Death Gold 2% Gold 4%
Population .02% Population .03%
Luck/Misfortune Event 10% Event 13%
RareEvent 15% RareEvent 20%

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