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December 2nd, 2006, 05:02 AM
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Second Lieutenant
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Join Date: Jun 2004
Location: Lakewood, CO
Posts: 596
Thanks: 0
Thanked 9 Times in 1 Post
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Re: Concepts of Creation: Conceptual Balance (sign
OK, the server is up, and the mods have been attached. See the thread's first post for the details.
Previous versions of Conceptual Balance including 0.91, 0.92, and 0.921 are obsolete and should not be used. Some pretenders have been changed in the latest version, especially dragons. To be safe, it's best to install the new version of the mod, and re-make your pretender, before uploading.
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December 2nd, 2006, 06:27 AM
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Corporal
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Join Date: Mar 2003
Location: Sweden
Posts: 131
Thanks: 4
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Re: Concepts of Creation: Conceptual Balance (sign
Oceanias pretender is uploaded and the password has been sent to Agrajag incase I disappear.
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December 2nd, 2006, 07:17 AM
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Second Lieutenant
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Join Date: Jun 2004
Location: Lakewood, CO
Posts: 596
Thanks: 0
Thanked 9 Times in 1 Post
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Re: Concepts of Creation: Conceptual Balance (sign
Congratulations on being first. You win the door prize, a big nuzzle.
*nuzzle*
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December 2nd, 2006, 12:52 PM
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Private
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Join Date: Oct 2006
Posts: 24
Thanks: 0
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Re: Concepts of Creation: Conceptual Balance (sign
Question ... if you are in two games with two different sets of mods being used, do you need to make sure to re-enable the right set before you connect to the server?
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December 2nd, 2006, 01:04 PM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
Posts: 790
Thanks: 7
Thanked 7 Times in 6 Posts
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Re: Concepts of Creation: Conceptual Balance (sign
Nope, you only need the mods in the mod folder but you don't need them enabled for making your turns.
Just for the Pretender Creation its important to enable the right mods because the pretenders are modified.
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December 2nd, 2006, 03:13 PM
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First Lieutenant
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Join Date: Oct 2006
Location: East Norriton, PA
Posts: 744
Thanks: 3
Thanked 1 Time in 1 Post
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Re: Concepts of Creation: Conceptual Balance (sign
How do you enable a mod for pretender construction? I just have all my mods in the mod folder.
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December 2nd, 2006, 03:35 PM
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Sergeant
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Join Date: Nov 2003
Posts: 356
Thanks: 0
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Re: Concepts of Creation: Conceptual Balance (sign
I looked in the cb mod .dm file and I see these Scale mod commands. I can guess a bit, but what exactly do these mean?
#turmoilincome 5
#luckevents 7
#misfortune 15
#deathdeath 3
#slothresources 15
#eventisrare 20
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December 2nd, 2006, 03:44 PM
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Corporal
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Join Date: Oct 2006
Location: Florida
Posts: 62
Thanks: 17
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Re: Concepts of Creation: Conceptual Balance (sign
Preferences -> Mod Preferences -> click the mods.
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December 2nd, 2006, 03:57 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
Thanks: 8
Thanked 9 Times in 7 Posts
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Re: Concepts of Creation: Conceptual Balance (sign
I did a test run with the conceptual balance mod.So far I like the changes. I especially liked the different set of magic items at the beginning. (But an owl qwill at level 0 ??)
i found one bug. I think it is an independent witch doctor, that costs 8 gold. Nice deal. That is cheaper then the indy commanders who only can take 10 men. That price was likely ment to be 80. What house rule should we use for this bug? Simply not create any?
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December 2nd, 2006, 04:33 PM
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Private
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Join Date: Oct 2006
Posts: 24
Thanks: 0
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Re: Concepts of Creation: Conceptual Balance (sign
Quote:
jeffr said:
I looked in the cb mod .dm file and I see these Scale mod commands. I can guess a bit, but what exactly do these mean?
#turmoilincome 5
#luckevents 7
#misfortune 15
#deathdeath 3
#slothresources 15
#eventisrare 20
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Seems to change the effect of scales. Each level of Order/Turmoil is +/- 5% income. Luck scale is +7% either direction, +/- 15% good/bad.
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