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  #51  
Old December 2nd, 2006, 05:02 AM

Sheap Sheap is offline
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Default 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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  #52  
Old December 2nd, 2006, 06:27 AM

Saarud Saarud is offline
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Default 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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  #53  
Old December 2nd, 2006, 07:17 AM

Sheap Sheap is offline
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Default Re: Concepts of Creation: Conceptual Balance (sign

Congratulations on being first. You win the door prize, a big nuzzle.

*nuzzle*
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  #54  
Old December 2nd, 2006, 12:52 PM

GwyrgynBlood GwyrgynBlood is offline
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Default 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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  #55  
Old December 2nd, 2006, 01:04 PM

calmon calmon is offline
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Default 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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  #56  
Old December 2nd, 2006, 03:13 PM
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FAJ FAJ is offline
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Default 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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  #57  
Old December 2nd, 2006, 03:35 PM

jeffr jeffr is offline
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Default 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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  #58  
Old December 2nd, 2006, 03:44 PM

Yucky Yucky is offline
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Default Re: Concepts of Creation: Conceptual Balance (sign

Preferences -> Mod Preferences -> click the mods.
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  #59  
Old December 2nd, 2006, 03:57 PM

Sir_Dr_D Sir_Dr_D is offline
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Default 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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  #60  
Old December 2nd, 2006, 04:33 PM

GwyrgynBlood GwyrgynBlood is offline
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Default 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
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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