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  #21  
Old December 15th, 2007, 11:34 PM
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Default Re: New Mod: Law of the Commonwealth

They are not in the same arc. Trade Confederation is a stand alone mod. I just used some of its numbers for this one. What I meant before was that if the Trade Confederation was an MA mod then New Crobuzon would be its LA.
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  #22  
Old December 16th, 2007, 08:14 AM
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Default Re: New Mod: Law of the Commonwealth

Amos, Just a thought here:
I think your mods have reached a critical mass that may justify opening a new thread that summarizes and classifies them. I for one am constantly hunting through the threads here to get all the updates for your various mods. Well worth the trouble but I think it would be cool to have info. and access to all your mods from one thread.
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  #23  
Old December 16th, 2007, 11:25 AM
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Default Re: New Mod: Law of the Commonwealth

There is the Mod List. All my mods are nicely grouped together in MODDER PROFILES at the bottom of the first thread.
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  #24  
Old December 16th, 2007, 03:57 PM
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Default Re: New Mod: Law of the Commonwealth

This mod list is cool

Thanks.
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  #25  
Old December 16th, 2007, 11:25 PM
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Default Re: New Mod: Law of the Commonwealth

All thanks must go to Sombre. Its his baby.
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  #26  
Old December 17th, 2007, 12:34 AM
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Default Re: New Mod: Law of the Commonwealth

Version 0.07

A lot of small sprite changes.
Raised "Warden of the Law" att and def by 1.
I'm thinking of giving Heavy guys a shield. There is almost no reason to recruit them otherwise.
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  #27  
Old December 17th, 2007, 11:41 PM
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Default Re: New Mod: Law of the Commonwealth

Very handsome. I particularly like the simian.

Perhaps the Elder units should be capital only? Capital admin of 10 would be kinda crippling, so maybe not. A Jeweled City could also be made of ice, perhaps (that's admin 40.)

Suggest a national spell that lets you put up a Crystal Citadel for water gems, at a relatively low construction level (that's effect 10063, damage 24); also, I think the alteration nationals should be construction.

The elder units are kinda fragile for a size 4 unit - their strength and hit points seem more like size 3 to me (the simian has absolutely huge wings so that's okay.) If they're that fragile for their size, maybe the description should reflect this?

Several of these units could have a much higher MR (the sacreds, the Teacher of the Law.)

410 gold is kinda a lot for your only priest - I understand that this is deliberate, but the effect will be to get people to use indie priests exclusively.

Why did you rename all the ice equipment? Are you planning to change the stats, later? Otherwise, it's kinda confusing.

Yeah, give the heavy sword and shadow of the law an ice aegis (or crafted shield, if you wish). Warden could maybe have two winged swords? With a strat move of 2 and a shield they'd be worth taking productivity to recruit.
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  #28  
Old December 18th, 2007, 01:52 AM
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Default Re: New Mod: Law of the Commonwealth

Quote:
Suggest a national spell that lets you put up a Crystal Citadel for water gems, at a relatively low construction level (that's effect 10063, damage 24)
I like that. I'll do some testing.

Quote:
If they're that fragile for their size, maybe the description should reflect this?

Several of these units could have a much higher MR (the sacreds, the Teacher of the Law.)

I'll do that.

Quote:
Why did you rename all the ice equipment? Are you planning to change the stats, later? Otherwise, it's kinda confusing.

What did you mean by that? Could you elaborate?

Quote:
410 gold is kinda a lot for your only priest - I understand that this is deliberate, but the effect will be to get people to use indie priests exclusively.
That was intended. I may need to give more reasons for recruiting the Teachers.
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  #29  
Old December 18th, 2007, 01:58 AM
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Default Re: New Mod: Law of the Commonwealth

All of the equipment you've given them has the same stats as the equivalent caelum ice equipment but you gave it different names, is all.

Given that, from the descriptions, it sounds like the same stuff, this seemed a bit odd, that's all.
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  #30  
Old December 18th, 2007, 02:00 AM
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Default Re: New Mod: Law of the Commonwealth

I just wanted to give them my own names for the flavor.
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