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  #61  
Old December 2nd, 2006, 04:43 PM

quantum_mechani quantum_mechani is offline
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Default Re: Concepts of Creation: Conceptual Balance (sign

Quote:
jeffr said:
I looked in the cb mod .dm file and I see these Scale mod commands. I can guess a bit, but what exactly do these mean?

#turmoilincome 5
#luckevents 7
#misfortune 15
#deathdeath 3
#slothresources 15

#eventisrare 20
All the scale changes are apparent when adjusting scales in pretender design. The only thing that would not show up is the last command, #eventisrare 20, which slightly increases the chance of a random event being one of the rarer kind.
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  #62  
Old December 2nd, 2006, 04:51 PM

quantum_mechani quantum_mechani is offline
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Default Re: Concepts of Creation: Conceptual Balance (sign

Quote:
Darrel said:
I did a test run with the conceptual balance mod.So far I like the changes. I especially liked the different set of magic items at the beginning. (But an owl qwill at level 0 ??)

i found one bug. I think it is an independent witch doctor, that costs 8 gold. Nice deal. That is cheaper then the indy commanders who only can take 10 men. That price was likely ment to be 80. What house rule should we use for this bug? Simply not create any?
Yes, the indy witch doctor is a bug, should have been the lion tribe warrior that was made 8 gold. And yes I would advise just a house rule not to use any, unless more severe bugs crop up so I have to make a new version anyway.

As for the owl quill, it is actually a pretty marginal item. If you take 5 gems to be equal to 75 gold, the gold to research rate is worse than most mages (and they provide no combat power like conventional researchers).
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  #63  
Old December 2nd, 2006, 06:14 PM
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Dragonninjaakira Dragonninjaakira is offline
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Default Re: Concepts of Creation: Conceptual Balance (sign

Uploaded. I sent my password a few days ago but it's still the same so...
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  #64  
Old December 2nd, 2006, 07:23 PM

Sheap Sheap is offline
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Default Re: Concepts of Creation: Conceptual Balance (sign

I am pretty sure we will end up upgrading the mod in mid-game at some point. This is possible as long as everyone does it at the same time.
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  #65  
Old December 2nd, 2006, 10:10 PM

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Default Re: Concepts of Creation: Conceptual Balance (sign

uploaded
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  #66  
Old December 2nd, 2006, 11:25 PM
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Default Re: Concepts of Creation: Conceptual Balance (sign

uploaded
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  #67  
Old December 3rd, 2006, 12:29 AM

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Default Re: Concepts of Creation: Conceptual Balance (sign

I'm in.
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  #68  
Old December 3rd, 2006, 01:00 AM

Sheap Sheap is offline
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Default Re: Concepts of Creation: Conceptual Balance (sign

8 players are still out, including me.
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  #69  
Old December 3rd, 2006, 03:32 AM

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Default Re: Concepts of Creation: Conceptual Balance (sign

Alas, I'm not going to be able to play in this game (I'll have a significant period during which my access to the internet will be disrupted in about four weeks). That frees up Pythium if someone else would prefer it.
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  #70  
Old December 3rd, 2006, 04:16 AM

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Default Re: Concepts of Creation: Conceptual Balance (sign

OK, Pythium is open. If nobody else claims it I might. Room for one new player, or another round of musical nations!

Six people are still out... let's get those pretenders uploaded!
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