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  #511  
Old May 28th, 2008, 07:23 AM
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DrPraetorious DrPraetorious is offline
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Default Re: SingleAge mod

My spell-level changing mod doesn't work? There might be technical issues or somesuch.

I ought to be able to get something working quickly, although I'm quite busy the next few days.
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  #512  
Old May 28th, 2008, 07:55 PM

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Default Re: SingleAge mod

Ah, no, no technical problems with your mod Dr P, I just didn't know it existed! Having found it, it should now be easy to use it for KingMaker if people choose to do so.

Okay everyone, there are a few options for research in this game. They are Difficult, Very Difficult, and Dr P's mod. Dr P suggests using Very Difficult Research and moving levels 2 to 6 down by one (to 1 to 5), leaving level 6 essentially empty (see here).

Okay, so finally, to summarise, here are the research costs to reach each level for each option:

...........Normal...Diff...Very Diff....DrPMod
Level 1:.....40 .....60.......100.........100
Level 2:....100.....160.......260.........100
Level 3:....200.....320.......520.........260
Level 4:....360.....580.......940.........520
Level 5:....620....1000......1620.........940
Level 6:...1040....1680......2720........1620
Level 7:...1720....2780......4500........4500
Level 8:...2820....4560......7380........7380
Level 9:...4600....7440.....12040........12040

So the research costs under Dr. P's mod are basically similar to the Hard setting for low level spells, and the same as Very Hard for high level spells. Personally I think this is pretty clever, and recommend using it. However, the decision is ultimately down to Xietor. Since he has already said we should go with just Hard research, and the game is now close to starting, he may wish to stick to that decision, which would be a very reasonable thing to do. It is my fault this has not all been worked out before!
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  #513  
Old May 28th, 2008, 07:57 PM

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Default Re: SingleAge mod

Bah, the forum has scrambled my formatting. Hopefully you can make sense of my carefully constructed table.

Edit: Replaced all spaces with dots, so hopefully it's comprehensible now.
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  #514  
Old May 28th, 2008, 08:17 PM

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Default Re: SingleAge mod

It's readable for me.
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  #515  
Old May 28th, 2008, 08:24 PM

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Default Re: SingleAge mod

Cool. Thoughts?
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  #516  
Old May 28th, 2008, 08:25 PM

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Default Re: SingleAge mod

coobe - you should indeed have received a receipt message from the LlamaServer. If not, perhaps try sending your pretender in again. Also check www.llamaserver.net to see if your pretender is listed as being received.
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  #517  
Old May 28th, 2008, 08:30 PM

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Default Re: SingleAge mod

I think I like Dr P's mod. It seems to make mid-game power come pretty quick, but doesn't make mid-game strategies obsolete too quickly. (Says the guy who's always barely shuffling into midgame when everyone else is pooping tarts.)
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  #518  
Old May 28th, 2008, 08:44 PM
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Default Re: SingleAge mod

I prefer DrPraetorious mod as well, I think it would make for a better game.

But, respect whatever choice Xietor makes.
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  #519  
Old May 28th, 2008, 08:47 PM

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Default Re: SingleAge mod

I like Dr. P's mod as well, as long as the 1st level spells can be set at normal. Having 1st level spells on very difficult is all well and good when you are playing the Niefel Giants, but when you are man trying to fend off said niefel Giants, you want lightning as soon as possible!
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  #520  
Old May 28th, 2008, 08:52 PM
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Default Re: SingleAge mod

Unfortunately, that is not possible.

It *is* possible to set the level 1 spells to level 0 - and I think this is a good idea, myself. But there's no intermediate setting for them.
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