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  #71  
Old August 6th, 2008, 05:36 AM

Kuritza Kuritza is offline
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Default 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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  #72  
Old August 6th, 2008, 05:39 AM

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Default 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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  #73  
Old August 6th, 2008, 05:49 AM

Dragar Dragar is offline
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Default 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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  #74  
Old August 14th, 2008, 07:11 AM

darloth darloth is offline
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Default 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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  #75  
Old August 14th, 2008, 01:19 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.3, updated documentation

Quote:
Originally Posted by darloth View Post
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.
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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  #76  
Old August 14th, 2008, 05:34 PM

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Default 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 ^_^
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Last edited by darloth; August 14th, 2008 at 05:40 PM.. Reason: because I found the edit button
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  #77  
Old August 24th, 2008, 11:14 AM

Aezeal Aezeal is offline
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Default 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)
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  #78  
Old August 24th, 2008, 10:27 PM
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Default 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.
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  #79  
Old August 25th, 2008, 01:47 AM
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Default 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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  #80  
Old September 5th, 2008, 06:40 AM

Kuritza Kuritza is offline
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Default 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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