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January 18th, 2009, 07:12 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
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Re: Conceptual Balance Mod 1.4
Quote:
Originally Posted by llamabeast
Why do you mention Returning lch?
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Because chrispedersen had the word "returning" in front of his sentence and that was the first post on this page that I started reading, I didn't go back further. In any case, it's a bug in vanilla game, and it would be good if somebody came up with a foolproof way to reproduce it, if just for a specific turn file.
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January 18th, 2009, 01:37 PM
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Second Lieutenant
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Join Date: Sep 2004
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Re: Conceptual Balance Mod 1.4
Quote:
Originally Posted by lch
Doesn't have to do with Returning, I think, and definitely not with CBM, because IIRC I got this on new heroes in a game of mine as well. I reported this, but so far the understanding is that it's random data corruption that can't be traced to a specific section of the code and isn't worth the time to hunt for it. If you found a way to reproduce this problem, then go for it and describe how so that the problematic part of code might be dug out and corrected.
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I gave them "skills of the gladiator" in worthy heroes, which was a variety of newly defined weapons with armloss or heartfinding as the effect. Might be possible that the new weapon define got dropped in CBM.
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January 18th, 2009, 02:42 PM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
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Re: Conceptual Balance Mod 1.4
Two questions:
Why make Hidden in Sand/Snow cheaper? I remember them being excellent as is...
EA Ulm I think would be better served if its Warriors got hatchets instead of axes - this would both reduce 2-weapon penalty and defense penalties for axes. And with their strength they would cause respectable damage anyway... AND this would allow to mass them faster.
Another thing on EA Ulm - right now it's better to use Shamans as thugs than Warrior Smiths (see discussion in Baalz MA Ulm guide). Maybe Smiths should get some stats improvement or made holy (not priests!) for this purpose?
Some more questions pending until after complete reading...
Wait - one more question! What to do with male Titan?! He seems badly in need of improvement... Maybe add your Divine Lightning to him? (And I would also think on General of the West - berserkering? fear? magic sword?)
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January 18th, 2009, 03:33 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
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Re: Conceptual Balance Mod 1.4
Is there a way to have the titan add lightning damage to any weapons he wields? It would be thematic with the "lighning fist" attack.
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January 18th, 2009, 04:38 PM
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Lieutenant Colonel
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Join Date: Jun 2008
Location: Florence, Italy
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Re: Conceptual Balance Mod 1.4
Or his thunder fist going AoE 1. That would be nice.
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January 18th, 2009, 06:10 PM
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Corporal
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Join Date: Aug 2008
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Re: Conceptual Balance Mod 1.4
Attached is a zip containing a modified .dm file with all of the errors mentioned in this thread fixed, and ran through a spellchecker to fix all of the thier to their errors and similar. Hope that's helpful.
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January 18th, 2009, 06:34 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Conceptual Balance Mod 1.4
Well Trumanator and Tifone unless I'm mistaken that would not be very hard at all actually
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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January 18th, 2009, 07:25 PM
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BANNED USER
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Join Date: Feb 2007
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Re: Conceptual Balance Mod 1.4
Trumantor's suggestion is actually impossible. Lightning damage is a matter of weapons, not something you can attach to a unit.
Of course it can be made aoe1.
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January 18th, 2009, 08:32 PM
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BANNED USER
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Join Date: Jul 2008
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Re: Conceptual Balance Mod 1.4
What sort of timeframe are we looking at for a debugged 1.41? I am considering starting my own game and would like to use this, but it seems to have a number of bugs. Also, CONGRATS and KUDOS for doing this, it's an amazing project.
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January 18th, 2009, 10:00 PM
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Second Lieutenant
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Join Date: Dec 2008
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Re: Conceptual Balance Mod 1.4
From what I can tell, there isn't any game breaking bugs around unless you really hate typos
The current 1.4 does its job well:
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