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  #371  
Old April 25th, 2005, 01:17 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Series (Mod)

Quote:
Sedna said:
Thanks a million quantum.

Since we'll now (probably) be using this mod for Yarnspinners2 do you mind if I post the readme at the Yarnspinners2 Wiki for easy reference?
Sure, I don't see why not. Oh, and here is a readme for scales while I'm at it.
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File Type: txt 350533-conceptual_scales_readme_v1_20.txt (337 Bytes, 129 views)
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  #372  
Old May 22nd, 2005, 06:18 PM

Zen Zen is offline
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Default Re: Conceptual Balance Series (Mod)

Here is the Latest Version of the Pretender Mod. I am currently nowhere where I can upload to my little page, so it will be availiable for download here at Shrapnel until I can host the files.

Conceptual Balance Pretenders 2.2

Edit: I think I have fixed all the grammatical and spelling errors. If you see any thought, feel free to point them out.
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File Type: zip 355449-conceptp22.zip (4.3 KB, 184 views)
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  #373  
Old May 22nd, 2005, 09:09 PM

Zen Zen is offline
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Default Re: Conceptual Balance Series (Mod)

Here is the first release of the Item Mod.

Please remember that this is a first release and anything you feel absolutely went in the wrong direction, please explain why.

No graphic at the moment, I will put one together when I can. File is availiable here to download until I can upload to the page Gandalf has so graciously provided space for during this whole time.

Conceptual Balance Magic Items 1.0
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File Type: zip 355471-conceptmi1.zip (1.5 KB, 194 views)
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  #374  
Old May 22nd, 2005, 09:22 PM

ioticus ioticus is offline
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Default Re: Conceptual Balance Series (Mod)

Quote:
Zen said:
Here is the first release of the Item Mod.

Please remember that this is a first release and anything you feel absolutely went in the wrong direction, please explain why.

No graphic at the moment, I will put one together when I can. File is availiable here to download until I can upload to the page Gandalf has so graciously provided space for during this whole time.

Conceptual Balance Magic Items 1.0
What changes did you make to magic items? It's hard to tell without documentation.
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  #375  
Old May 23rd, 2005, 08:33 AM
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Arryn Arryn is offline
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Default Re: Conceptual Balance Series (Mod)

Quote:
Zen said:
Here is the Latest Version of the Pretender Mod. I am currently nowhere where I can upload to my little page, so it will be availiable for download here at Shrapnel until I can host the files.

Conceptual Balance Pretenders 2.2

Edit: I think I have fixed all the grammatical and spelling errors. If you see any thought, feel free to point them out.
You left out the banner from the archive.

All of your mods are also available for download from my site.
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  #376  
Old May 23rd, 2005, 09:06 AM
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Alneyan Alneyan is offline
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Default Re: Conceptual Balance Series (Mod)

Changes to the cost of items:

- The Elixir of Life requires Nature 2 and Fire 2 (was Nature 3 and Fire 3)
- The Staff of Storms require Air 4 and Construction 6 (was Air 3 and Construction 4)
- The Frost Brand requires Water 1 and Earth 1 (was Water 1)
- The Serpent Kryss requires Nature 2 (was Nature 1)
- The Wraith Sword requires Death 3 (was Death 2)
- The Hell Sword requires Blood 4 and Fire 2 (was Blood 2)
- The Woundflame requires Death 3 (was Death 4)
- The Horned Helmet requires Nature 2 (was Nature 1)
- The Shambler Skin Armor requires Water 2 (was Water 1)
- The Hydra Skin Armor requires Nature 3 (was Nature 2)
- The Winged Shoes require Air 2 (was Air 1)
- The Clam of Pearls requires Water 2 and Astral 2 (was Water 2)
- The Fever Fetish requires Fire 2 and Nature 2 (was Fire 1 and Nature 1)
- The Blood Stone requires Blood 4 and Earth 1 (was Blood 3 and Earth 1)
- The Soul Contract requires Blood 5 and Fire 3 (was Blood 5)
- The Champion's Skull requires Death 1 (was Death 2)
- The Water Bracelet requires Water 2 (was Water 1)
- The Spell Focus requires Astral 2 (was Astral 1)
- The Lucky Coin requires Astral 2 (was Astral 1)
- The Lightning Spear requires Air 1 and Earth 1 (was Air 1)
- The Star of Heroes requires Earth 1 and Water 1 (was Earth 1)
- The Snake Bladder Stick requires Nature 2 (was Nature 1)
- The Rat Tail requires Nature 1 and Death 1 (was Nature 2)
- The Star of Thraldom requires Air 1 and Water 1 (was Air 1)
- The Demon Whip requires Fire 2 (was Fire 1 and Blood 1)
- The Standard of the Damned requires Death 3 and Astral 2 (was Death 3)
- The Ice Pebble Staff requires Water 2 (was Water 3)
- The Bow of War requires Air 1 and Fire 1 (was Air 1)

All the other changes affect the stats of various items, and repeating those here would probably not help much.
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  #377  
Old May 23rd, 2005, 09:17 AM
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Alneyan Alneyan is offline
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Default Re: Conceptual Balance Series (Mod)

Bugs and typoes:
- It's instead of its (that is, when the possessive form is needed, and not the shortened form of it is), in the Pretenders mod and in the description of all the mods.
- The description of the Items mod is the one from the Scales mod.

- Elixir of Life is spelt Elixer of Life
- Horned Helm is used instead of Horned Helmet
- Rat Tail Whip is used instead of Rat Tail
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  #378  
Old May 23rd, 2005, 03:21 PM

RibbonBlue RibbonBlue is offline
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Default Re: Conceptual Balance Series (Mod)

I=Noob but..
Why did you nerf Water Braclet? It is not like water magic in general or the braclet its self is overpowered. I think(unless you improved water magic else where)that you should keep Water braclet water one so that nations with one water can forge it easily.
I think bloodstone should be blood 3 earth 2/3.
And also, I very much disagree with forst brand water 1 earth 1, because rather then fixing it, you just make it harder to get and make getting it rely on luck or getting a water 1 earth 1 mage.
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  #379  
Old May 23rd, 2005, 03:46 PM
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Default Re: Conceptual Balance Series (Mod)

The Frost Brand (along with other weapons) has also been given an aoe of 1, so it should be stronger now than before; that alone probably warrants the cost increase, but I am no expert on weaponry.

One reason for raising the cost of the Water Bracelet might be to make it harder for non-water nations: as it stands now, any nation with random mages can reach Water 2 fairly easy, and that level gives access to some of the best stuff in Water (Boots of Quickness and Clams in particular). With the Bracelet requiring Water 2, those nations will need to get to Water 2 via other means to begin with.
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  #380  
Old May 23rd, 2005, 10:51 PM

CUnknown CUnknown is offline
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Default Re: Conceptual Balance Series (Mod)


"Lifedrain weapons may still be useful in very unusual cases (your ice devil or tartarian with heroic ability: increased strength), but for the vast majority of cases, they are completely worthless. Hell swords especially: 40 blood slaves and 10 fire gems for a -10 damage weapon? What was Zen smoking?

And even in those unusual cases, I'd bet that a standard sword of sharpness might still be the better choice given the cost difference. Basically Zen made lifedraining weapons the absolute worst weapons in the game. If he hated them so much, why not just get rid of them completely?

I think a more reasonable change, such as increasing the cost to 20 death gems/blood slaves and/or reducing the damage to 4-5 instead of 9 would have been the way to go. Zen's choice was far too extreme..."
-------------------------------------------------------

This is what I posted in Boron's Faerun game. I like your other mods, Zen, but not this one. Why not try small steps first before making such drastic changes?
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