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  #41  
Old September 22nd, 2005, 04:57 AM

Turin Turin is offline
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Default Re: Conceptual Balance Mods - Version 4.0

Quote:
Edi said:

Quote:
quantum_mechani said:
ok, here are the problems I noticed:

*It make spears better, which I do not want to do.
I can understand that from one point of view, but from another, it is simply bizarre. Spears right now suck arse, the base damage they do is 2 less than a simple shortsword, and only half of what a broadsword does. It also lacks any defensive bonus, which the swords have (and I agree with, or it would be too good). This does not in any way, shape or form reflect the truth of spear vs sword.

The problem is that all of the uber sacred troops use spears. Vans, daoine sidhe and white centaurs all use spears and those troops really don�t need a buff. And spear troops usually get built as arrow catchers, since they tend to be the cheapest. The mod should create more diversity not less.

That being said the damage difference isn�t that big when you factor strength in.
A normal strength 10 troop deals 13 damage with a spear and 15 with a shortsword. That�s actually pretty close.
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  #42  
Old September 22nd, 2005, 05:15 AM
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Edi Edi is offline
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Default Re: Conceptual Balance Mods - Version 4.0

Hmm, I wasn't obviously thinking about the sacred troop angle. Well, the weapon modding is in the very beginning, so just snipping out the spears will make it good.

Gotta run now, though.

Edi
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  #43  
Old September 22nd, 2005, 01:29 PM

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Default Re: Conceptual Balance Mods - Version 4.0


Nothing to say other than thanks again for the work!
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  #44  
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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  #45  
Old September 26th, 2005, 02:13 PM

quantum_mechani quantum_mechani is offline
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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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  #46  
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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  #47  
Old September 26th, 2005, 03:06 PM
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Default Re: Conceptual Balance Mods - Version 3.0

Thanks for the quick reply and the fix!

PS: Does this include Turin 1.1 or 1.2?

EDIT: Hmm, so essentially you are saying that what I wrote before was right, i.e. that 4.1 is a mixture of 3 different attachments to posts in this thread, right? Page 2 doesnt help me, as with my settings there is no page 2 yet, but I have already downloaded and sortet all attachments within this thread.
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  #48  
Old September 26th, 2005, 03:10 PM

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Default Re: Conceptual Balance Mods - Version 3.0

it�s a somewhat fixed version of 1.2. I had forgotten to mod pythiums serpent cult hierogallus hero.
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  #49  
Old September 27th, 2005, 11:55 AM
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Default Re: Conceptual Balance Mods - Version 3.0

I am again confused: The complete mod attached to earlier posts is still 4.0, while Edi writes that the nation mod suffers some serious mistakes which is why he attaches nation mod 4.1, however, there is no complete 4.1 around, is there? Can I just merge the files myself? My players are actually already getting confused because of these changes and resistance against modding is building up...

...so can anyone link the definitive complete mod to use, please?

...what are those 'serious' mistakes in 4.0? Are they really serious? I'd rather have my players handle a single file instead of 5 if those 'serious' issues are not so serious...
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  #50  
Old September 27th, 2005, 12:57 PM

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

Quote:
Chazar said:
I am again confused: The complete mod attached to earlier posts is still 4.0, while Edi writes that the nation mod suffers some serious mistakes which is why he attaches nation mod 4.1, however, there is no complete 4.1 around, is there? Can I just merge the files myself? My players are actually already getting confused because of these changes and resistance against modding is building up...

...so can anyone link the definitive complete mod to use, please?

...what are those 'serious' mistakes in 4.0? Are they really serious? I'd rather have my players handle a single file instead of 5 if those 'serious' issues are not so serious...
Yes, it is too bad Edi released a half-a-version nation mod, I think it really increases confusion.

As I said in my last post, the most current complete mod is attached to one of my posts on page two. I do not believe there are any major issues with it, or even with the version before it (3.0). The reason I have not changed the first post to complete 4.0 is that I am about to release the next major version, possibly even some time today. With luck, this may be the final version, though something tells me otherwise.

EDIT: Oh, and I'm intimately familiar with the 'resistance against modding' phenomenon. A couple mods have issues or are hard to find the right version and suddenly all of modding is terrible mistake. I find the best remedy is a quick game or two whacking them over the head with base game imbalances.
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