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December 1st, 2006, 04:16 AM
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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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Conceptual Balance Mod 0.92
v0.9
*Order scale income lessened, luck scale luck effect increased.
*Growth from growth scale increased.
*Pretenders ideal for blessing increased in cost. This was a hard change to commit to, since it makes such pretenders even less suited for roles other than blessing. However, that seems a necessary side effect to making blesses more expensive.
*Bows (shortbows, composite bows, longbows and crossbows) all slightly reduced range, and some increased in resource cost. This is not really enough to counteract their prevalence, but every bit counts.
*All cavalry given hoof attack, cavalry that already had it given warhorse hoof attack. This is bound to be a controversial change, due to it admittedly somewhat stretching realism. However, I see it as the lesser of several evils (such as useless light cavalry, or ridiculously cheap light cavalry) which strike me as even less realistic. More ideas on the issue are welcome, keeping in mind the limits of modding.
*Barding cost drastically reduced on all cavalry. Barding cost is another sticky balance vs realism issue, due to the fact it amounts to, in game terms, paying something for nothing. There doesn't seem a good way to mod in the benefit of barding, so instead I simply reduced the cost's impact.
*Some new factors in unit gold cost. Units wielding spears get a training cost discount. Units wielding a single one handed weapon and no shield get a training cost discount. Units with only leather armour given a discount (the idea being cheaper upkeep, but the way the game is set up that also means lower recruit cost). These are not necessarily universally applied, but then the old unit pricing wasn't exactly 100% consistent either.
*Independent commanders made poor leaders to encourage using national leaders. Independent scouts increased in price for the same reason.
*Some prominent sacred troops increased in price.
*Some primitive archers given a new crude shortbow weapon.
*Some site search spells and booster items more difficult to forge/cast, in order to improve magic diversity between nations. As it stands base game, it is not too hard by the time you have level 9 research in a school, to have dom2-like access to almost all paths.
*Many mediocre summon spells made cheaper.
*Falling frost/fires and similar spells got their range back in exchange for fatigue, and research cost.
*Other evocation spells moved in research and/or changed to allow more niches.
*Many rarely used globals made cheaper.
*No gem battlefield summons made more difficult to cast.
*Several blood battlefield spells improved.
*Treelords given increased magic.
*Many weak items made cheaper/easier to forge.
v0.91
*Marignon friar recruitment fixed
*Bladewind no longer costs a gem.
*Remote seach spells and earthpower/phoenix power have increased research/fatigue instead of path requirements.
*Cave of the pale ones allows recruitment of pale ones.
*Quickness (aoe) and numbness lower research.
v. 0.92
*Fixes vine arrow bug.
*Fixes recruitment bugs for Vanhiem and Bandar Log.
*Fixes dragon point cost bug.
*Fixes crude short bow animation bug.
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December 1st, 2006, 06:24 AM
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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: Conceptual Balance Mod 0.92
A dragon still shows 75 points but only substract 50 points when choosing him.
EDIT: Ok, the blue dragon doesn't work. The red and green dragon works correct!
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December 1st, 2006, 04:08 PM
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Second Lieutenant
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Join Date: Sep 2004
Posts: 483
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Re: Conceptual Balance Mod 0.92
bandar log is still broken.
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December 1st, 2006, 04:32 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
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Re: Conceptual Balance Mod 0.92
Seems some bug fixes weren't working as advertised, download replaced with a slightly updated version.
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December 2nd, 2006, 04:19 PM
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Private
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Join Date: Dec 2006
Posts: 19
Thanks: 20
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Re: Conceptual Balance Mod 0.92
::delurking::
Did anyone notice that the war hoof attack gets replaced by "Skills of the Gladiator" ingame?
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December 2nd, 2006, 04:30 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 0.92
Quote:
trentzero said:
::delurking::
Did anyone notice that the war hoof attack gets replaced by "Skills of the Gladiator" ingame?
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This is actually a conflict with the worthy heroes mod. However, last I knew the reverse occured- with warhorse hoof replacing skills of the gladiator.
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December 2nd, 2006, 04:47 PM
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Private
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Join Date: Dec 2006
Posts: 19
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Re: Conceptual Balance Mod 0.92
Ok, I see it now. I guess Worthy Heroes loaded first in my case. I suppose just changing the warhorse hoof weapon number up to 773 would work?
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December 2nd, 2006, 07:26 PM
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Second Lieutenant
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Join Date: Jun 2004
Location: Lakewood, CO
Posts: 596
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Thanked 9 Times in 1 Post
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Re: Conceptual Balance Mod 0.92
Changing the skills of the gladiator weapon number will have to happen at some point. It is better than changing the warhorse hoof number since there are lots of units with that and only one with the gladiator attack. But if it can happen to all units with warhorse hoof attack instead, depending on who knows what, then it needs to be fixed sooner rather than later.
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December 2nd, 2006, 08:18 PM
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Second Lieutenant
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Join Date: Sep 2004
Posts: 483
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Re: Conceptual Balance Mod 0.92
I asked quantum to change his mod, because he needed to release a new version anyway and the needed effort is pretty much zero if you just do a simple find and replace for 770 to 760 or whatever. Seems he hasnīt done so.
So I donīt really feel like releasing a new version of my mod just to fit qmīs, especially since qm still hasnīt even made a list of newmonsters/weapons he has used in his mod.
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December 6th, 2006, 05:55 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
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Re: Conceptual Balance Mod 0.92
Code:
#newweapon 768
#name "Crude Shortbow"
#newweapon 710
#name "Warhorse Hoof"
#newweapon 769
#name "Druid Blessed Axe"
#newmonster 2890
#newmonster 2892
#newmonster 2891
#newmonster 2877
#newmonster 2893
#newmonster 2894
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