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  #1  
Old August 14th, 2005, 04:20 PM

quantum_mechani quantum_mechani is offline
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Default Conceptual Balance Mods - Version 3.0

The other thread was getting pretty muddled and confusing, particularly for newbies, so I am posting here what should stay the final version of the mods for some time. I have named them all 3.0, even though some of them do not have changes from previous versions (like scales). As an added bonus I have thrown in a fixed version of the Oceania mod for anyone interested.

EDIT: More fixes on Oceania mod.
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File Type: zip 373674-concept3.zip (164.1 KB, 492 views)
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  #2  
Old August 20th, 2005, 03:57 PM
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Default Re: Conceptual Balance Mods - Version 3.0

Might want one more edit on Oceania - it puts pearlflag.tga in the mods folder, but looks for it in mods/oceania which doesn't seem to get created.

Edit : Never mind - it doesn't create the directory when you've told the zip program to ignore / not create sub directories.
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  #3  
Old August 20th, 2005, 08:17 PM
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Default Re: Conceptual Balance Mods - Version 3.0

For ease of reference, perhaps you could rename the readme files so they were all version 3?
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Old August 21st, 2005, 03:07 AM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mods - Version 3.0

Quote:
Sedna said:
For ease of reference, perhaps you could rename the readme files so they were all version 3?
Well, the problem is that the readmes are a bit behind... the ones that are updated for 3.0 are marked so.
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Old August 21st, 2005, 11:37 AM
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Default Re: Conceptual Balance Mods - Version 3.0

Just noticed there's a fine little bug with the nations mod (and consequently also with the complete mod): The indie witch, recruitable from magic sites, is supposed to have a 2% chance of healing troops. Problem is, you have used the sage ID#, so witch is unchanged and sages also have the healing ability. The correct number for the witch is 154, not 478.

The sage also does not seem to have any greater research bonus than they have as unmodded, so if you want them more effective, maybe bump it up by one? Of course, that makes the metal order wizards and others with a bonus less desirable unless their bonuses are also increased...

Edi
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Old August 21st, 2005, 12:53 PM

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Default Re: Conceptual Balance Mods - Version 3.0

Quote:
Edi said:

The sage also does not seem to have any greater research bonus than they have as unmodded, so if you want them more effective, maybe bump it up by one? Of course, that makes the metal order wizards and others with a bonus less desirable unless their bonuses are also increased...

The sage is intended to be slightly less good than in the base game.

Good catch with the witch/sage typo, it will be fixed in a new version, probably in a few weeks.
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  #7  
Old September 26th, 2005, 02:00 PM
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Default Re: Conceptual Balance Mods - Version 3.0

I would like to use this mod, but I am somewhat confused and this is again a very long thread...
  • What is the newest version and where do I get it? I figured that the number is 4.1 and that it cannot be downloaded as a whole, but consists of 4.0 attached to a post here, nation-mod 4.1 attached to some post and an updated reame attached to some other post within this thread, right? Is there a place to download it as a whole?
  • Readme's:Apart from the Nation-Mod Readme, where are the other readmes, or rather, where can I get the previous readme files if there are no uptodate readme's for 4.1 yet?
  • What other mods are compatible with 4.1? I think I once read that Zen's Conceptual Blance could be used in conjuction with Saber's Recruitable Rebalance 7.51, but I somehow seem to recall that this new Conceptual Balance subsumes or presents an alternative to Saber's Recruitable Rebalance. Is this right/wrong?
  • What about Turin's Worthy Hereos 1.2? Does anyone know whether the worthy hero mod is compatible? Is it still necessary to boost the heros or does CB v4.1 subsume a similiar hero mod?
I think it would be quite helpful if the first post of this thread would be updated to link to the most relevant post containing the proper attachment. Thanks!
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Old September 26th, 2005, 02:13 PM

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Default Re: Conceptual Balance Mods - Version 3.0

Quote:
Chazar said:
I would like to use this mod, but I am somewhat confused and this is again a very long thread...
  • What is the newest version and where do I get it? I figured that the number is 4.1 and that it cannot be downloaded as a whole, but consists of 4.0 attached to a post here, nation-mod 4.1 attached to some post and an updated reame attached to some other post within this thread, right? Is there a place to download it as a whole?
  • What other mods are compatible with 4.1? I think I once read that Zen's Conceptual Blance could be used in conjuction with Saber's Recruitable Rebalance 7.51, but I somehow seem to recall that this new Conceptual Balance subsumes or presents an alternative to Saber's Recruitable Rebalance. Is this right/wrong?
  • What about Turin's Worthy Hereos 1.2? Does anyone know whether the worthy hero mod is compatible? Is it still necessary to boost the heros or does CB v4.1 subsume a similiar hero mod?
I think it would be quite helpful if the first post of this thread would be updated to link to the most relevant post containing the proper attachment. Thanks!
Sorry for the confusion, I really should have updated the first post. Turin's heroes mod is included in conceptual balance complete. Using cherry's mod with CB complete would likely cause problem as they rebalance many of the same things. The most recent CB complete mod (4.0) is attached to one of my posts on page two.
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  #9  
Old September 26th, 2005, 02:57 PM
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Default Re: Conceptual Balance Mods - Version 3.0

In my more curmudgeonly moments, I have been known to wish that Dom3 will go back to being unmoddable, so that all this confusion will have to STOP!
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