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August 6th, 2005, 07:58 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
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Thanked 221 Times in 46 Posts
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Conceptual Balance Series - finally a new version
Scales.
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August 6th, 2005, 08:00 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 Series - finally a new ver
Spells.
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August 6th, 2005, 08:02 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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Conceptual Balance Series - finally a new version
Items.
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August 6th, 2005, 08:05 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
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Thanked 221 Times in 46 Posts
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Conceptual Balance Series - finally a new version
Nations.
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August 7th, 2005, 05:59 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Conceptual Balance Series - finally a new ver
Quantum, I can provide readmes for the Pretender and Spell mods, because I've already got those ready. They need just a couple of tweaks and will be good for the current version.
The scales mod should not be very difficult to do, as it is not very large. The nation and item mod readmes would be the most troublesome ones, and as long as you take care of the item mod readme, I can produce a readme version for the nations.
Edi
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August 7th, 2005, 06:14 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Conceptual Balance Series - finally a new ver
I don't know what program you have used to make the spell and nation mods, Quantum, but their formatting when opened up in a basic text editor is completely FUBAR, with /par tags at the end of every line and some other crap liberally sprinkled at the beginning and end.
It'd be nice if they were made with something that produces unaltered plain text instead of adding all kinds of superfluous formatting that more than likely screws them up. It also makes trying to read them with stuff like Crimson Editor or Notepad or other plain text editors a pain in the arse.
Edi
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August 7th, 2005, 07:11 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Thanked 695 Times in 267 Posts
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Re: Conceptual Balance Series - finally a new ver
The complete version of the mod also suffers from the same formatting error.
The Pretender mod has one potential problem: You have added Dwarf Elder to the list of pretenders, restricted only to Vanheim, and given it certain abilities, among others gem production (2 earth gems).
You have neglected to take into account that making a prophet out of a dwarven smith turns it into that selfsame monster, the dwarf elder (#324). What this means, in essence, is that Vanheim gets a free gem generator that produces 2 earth gems per turn from turn 3 onwards, because you make some other pretender, recruit a dwarven smith on turn one, prophetize them on turn 2 and from turn 3 onward you get an extra two gems every turn.
And if the prophet gets killed, well, rinse and repeat. This is, in my opinion, something of a serious balance problem, especially in the early game or on maps with low site frequency.
Edi
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August 7th, 2005, 07:15 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Thanked 695 Times in 267 Posts
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Re: Conceptual Balance Series - finally a new ver
The complete version of the mod also suffers from the same formatting error.
The Pretender mod has one potential problem: You have added Dwarf Elder to the list of pretenders, restricted only to Vanheim, and given it certain abilities, among others gem production (2 earth gems).
You have neglected to take into account that making a prophet out of a dwarven smith turns it into that selfsame monster, the dwarf elder (#324). What this means, in essence, is that Vanheim gets a free gem generator that produces 2 earth gems per turn from turn 3 onwards, because you make some other pretender, recruit a dwarven smith on turn one, prophetize them on turn 2 and from turn 3 onward you get an extra two gems every turn.
And if the prophet gets killed, well, rinse and repeat. This is, in my opinion, something of a serious balance problem, especially in the early game or on maps with low site frequency.
You have also neglected to specify starting dominion for this god. I don't know if that defaults to startdom 1, but it's another potential problem. I've just commented out the lines from the copy in my mods folder, but I advise removing this new pretender altogether unless you make a completelynew monster and get graphics for it from somewhere.
Edi
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August 7th, 2005, 08:45 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Thanked 695 Times in 267 Posts
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Re: Conceptual Balance Series - finally a new ver
The nation/hero mod also suffers from the following problem: For nations whose heroes differ from one theme to the next but retain the same name (specifically Pythium), the heroes for one theme have been modified, while the others have not. E.g. the Pythium hero who rides a serpent (Hierogallus the Hero) is modified for the basic theme (monster #506) but not for Serpent Cult (monster #866).
Edi
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August 7th, 2005, 09:10 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Conceptual Balance Series - finally a new ver
I'm going through the nation and hero mod at the moment, fixing the screwed up formatting and checking for errors. I've fixed the Pythium hero problem, but I need to look at the weapon and armor assignments and modding sections.
As far as I know, it is possible now to mod weapons and armor by their ID numbers, wo this is what should be done in this mod as well, as it is NOT being done. I will probably change all of those to refer to weapons and armor by ID number and add a comment in the form of "-- <weapon/armor name>" to the end of the appropriate lines. It will make maintaining the mod much easier, and will eliminate error rate due to spelling mistakes.
Edi
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