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August 6th, 2008, 05:36 AM
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First Lieutenant
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Join Date: Mar 2007
Posts: 651
Thanks: 4
Thanked 8 Times in 7 Posts
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Re: Conceptual Balance Mod 1.3, updated documentat
Bogarus malaya druzhina still lack lances. They have both warhorse hoof and a regular hoof though. Guess one is horse's, second is rider's.
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August 6th, 2008, 05:39 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Conceptual Balance Mod 1.3, updated documentat
Just find the debug mod (in the mod list, I think), and you will be able to cast all spells without doing any research.
It's quite a beast I think - immortal, even - but either isn't a commander or has poor slots, can't remember which.
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August 6th, 2008, 05:49 AM
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First Lieutenant
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Join Date: May 2008
Location: Perth, Western Australia
Posts: 731
Thanks: 17
Thanked 36 Times in 17 Posts
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Re: Conceptual Balance Mod 1.3, updated documentat
will have to download the debug mod when i get home, too tiring playing it all the way to C9 just for that!
thanks llama
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August 14th, 2008, 07:11 AM
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Corporal
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Join Date: Aug 2008
Posts: 53
Thanks: 0
Thanked 6 Times in 4 Posts
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Re: Conceptual Balance Mod 1.3, updated documentation
I found some spelling errors and other typos, so I fixed them. There were a couple of incorrect mod keywords as well, I'm not sure what they were doing, but now a couple of things in theory will work better.
I've only included the .dm because it's the only file I've changed, you can diff the changes if you want to see what exactly has been done. I've left alone all american / british spelling differences and not changed anything where I wasn't sure of the correct one, but it might be worth checking anyway. If you don't like me correcting your work, that's fine, just tell me and I'll delete the post, but I thought I'd at least offer the chance of other people benefiting from my 10 minutes going through with a spellcheck routine.
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The Following 2 Users Say Thank You to darloth For This Useful Post:
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August 14th, 2008, 01:19 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 Mod 1.3, updated documentation
Quote:
Originally Posted by darloth
I found some spelling errors and other typos, so I fixed them. There were a couple of incorrect mod keywords as well, I'm not sure what they were doing, but now a couple of things in theory will work better.
I've only included the .dm because it's the only file I've changed, you can diff the changes if you want to see what exactly has been done. I've left alone all american / british spelling differences and not changed anything where I wasn't sure of the correct one, but it might be worth checking anyway. If you don't like me correcting your work, that's fine, just tell me and I'll delete the post, but I thought I'd at least offer the chance of other people benefiting from my 10 minutes going through with a spellcheck routine.
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Thanks Darloth, I certain don't object to some help in polishing. Every time I release a new version I realize right a way a half dozen little bugs/problem that I didn't catch.
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August 14th, 2008, 05:34 PM
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Corporal
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Join Date: Aug 2008
Posts: 53
Thanks: 0
Thanked 6 Times in 4 Posts
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Re: Conceptual Balance Mod 1.3, updated documentation
I can't find an edit button (edit: Ahh, it appears to be one of those high tech eventually-disappearing edit buttons) so I'll just have to make a new post.
I missed "beats" even though the thread has pointed it out twice, because of course beats is a real word so the spellchecker skipped it. More importantly, I changed thraldom into thralldom, which I shouldn't have done as that's an item name and would break anyone who expected to start with it. So, a couple of slight changes later, and new one. Oops ^_^
Last edited by darloth; August 14th, 2008 at 05:40 PM..
Reason: because I found the edit button
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August 24th, 2008, 11:14 AM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Conceptual Balance Mod 1.3, updated documentation
I think the cleansing bell is a bit cheap now.. against demon or undead it's VERY powerfull and for 5 gems it's a bit overpowered. While not equipment for a die hard SC it can be very usefull for troops with a bit of staying power. (I'm using them against Lanka in MP and on blessed Niefel Jarls you get quite some punch out of them, basicly much more kill since their usual main strat is just wait till frost kicks in.. now whileI'm waiting demons fall left and right)
__________________
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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August 24th, 2008, 10:27 PM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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Re: Conceptual Balance Mod 1.3, updated documentation
I'd like to make a general statement disagreeing with lowering the cost of a spell *just* because it's unpopular. If it's unpopular because it's not very good, then I think steps should be taken to find ways to make it more effective, rather than just cheaper, because what's the point of a cheap spell that still isn't worth casting? I don't know how easy this would be, but if a spell can be modded by cost, it seems reasonable that there are ways to mod it more potent.
__________________
You've sailed off the edge of the map--here there be badgers!
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August 25th, 2008, 01:47 AM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: Conceptual Balance Mod 1.3, updated documentation
Well gem cost reduction means the most in summons - and maybe got cost reduced and/or # summoned increased. So in those cases it's more just about making the spells gem effective, since all summons are potentially useful, just in vanilla many are neither gem nor time efficient.
I do think that tweaking the costs of unique artifacts is a bit silly though, except maybe to raise the cost of some to reflect their perceived value.
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September 5th, 2008, 06:40 AM
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First Lieutenant
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Join Date: Mar 2007
Posts: 651
Thanks: 4
Thanked 8 Times in 7 Posts
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Re: Conceptual Balance 1.3, updated documentation
Still, how about fixing Bogarus cavalry? Its their only damage dealing troop after all. Malaya Druzhina still have no lances, Grid Druzhina has lances instead of bows (wich makes sense), but no shields (which makes no sense since they lost bows).
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