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August 14th, 2005, 04:20 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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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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August 20th, 2005, 03:57 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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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.
__________________
Wormwood and wine, and the bitter taste of ashes.
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August 20th, 2005, 08:17 PM
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Corporal
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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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August 21st, 2005, 03:07 AM
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Lieutenant General
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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?
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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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August 21st, 2005, 11:37 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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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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August 21st, 2005, 12:53 PM
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Lieutenant General
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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...
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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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August 21st, 2005, 06:19 PM
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Second Lieutenant
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Re: Conceptual Balance Mods - Version 3.0
What does the Conceptual Complete Mod do? The description only mentions it modifies Pretenders but that couldn't be right, could it? There is already a Conceptual Pretender Mod for that.
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August 21st, 2005, 07:09 PM
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Lieutenant General
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Join Date: Dec 2003
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Re: Conceptual Balance Mods - Version 3.0
Quote:
ioticus said:
What does the Conceptual Complete Mod do? The description only mentions it modifies Pretenders but that couldn't be right, could it? There is already a Conceptual Pretender Mod for that.
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Ah, you seem to have found another small bug. What it should say is that concept complete combines all the other concept mods into one.
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August 22nd, 2005, 11:35 AM
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National Security Advisor
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Join Date: Sep 2003
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Re: Conceptual Balance Mods - Version 3.0
This includes Conceptual Nations Mods, big brother to the Nations mod you asked about in the other thread. They are not combatible.
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August 23rd, 2005, 07:38 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Conceptual Balance Mods - Version 3.0
Quote:
Good catch with the witch/sage typo, it will be fixed in a new version, probably in a few weeks.
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Not so difficult to find. It was something of an eye-opener to find that my sages had a new command called "Heal troops" available in their command list, so it had to be a mod error. Nothing wrong with the sage entry, so Find->"healer", got the witch and then started looking at IDs.
Good thinking on reducing the sage a bit. they are rather too bloody ubiquitous and that slight nerf makes some national mages more viable as researchers even if a sage is available.
Edi
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