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  #11  
Old February 4th, 2008, 11:55 AM
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Default Re: Conceptual Balance Mod 1.2

I think I found an error.

It seems the intention was to give the Star of Heroes an 1 AOE armor destruction.

However, as coded, the Star of Heroes now has a 1 AOE damage attack AND a 1 AOE armor destruction. Further, the Magic Sceptre has also been given this ability. It's a simple numbering error: 172 = magic sceptre, 173 = star of heroes, and 174 = armor destruction.



As coded (first 3 entries under "Items"):

#selectitem "Star of Heroes"
#constlevel 0
#end

#selectweapon 172
#secondaryeffectalways 173
#end

#selectweapon 173
#aoe 1
#end


EDIT: also need to remove original secondary effect
I think it's supposed to be:

#selectitem "Star of Heroes"
#constlevel 0
#end

#selectweapon 173
#secondaryeffect 0
#end

#selectweapon 173
#secondaryeffectalways 174
#end

#selectweapon 174
#aoe 1
#end
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  #12  
Old February 4th, 2008, 03:37 PM

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Default Re: Conceptual Balance Mod 1.2

Hmm, I've found an interesting bug:

Magic scale in the segmented mod is worth +33RP!

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  #13  
Old February 4th, 2008, 04:37 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.2

Quote:
cleveland said:
I think I found an error.

It seems the intention was to give the Star of Heroes an 1 AOE armor destruction.

However, as coded, the Star of Heroes now has a 1 AOE damage attack AND a 1 AOE armor destruction. Further, the Magic Sceptre has also been given this ability. It's a simple numbering error: 172 = magic sceptre, 173 = star of heroes, and 174 = armor destruction.



As coded (first 3 entries under "Items"):

#selectitem "Star of Heroes"
#constlevel 0
#end

#selectweapon 172
#secondaryeffectalways 173
#end

#selectweapon 173
#aoe 1
#end


EDIT: also need to remove original secondary effect
I think it's supposed to be:

#selectitem "Star of Heroes"
#constlevel 0
#end

#selectweapon 173
#secondaryeffect 0
#end

#selectweapon 173
#secondaryeffectalways 174
#end

#selectweapon 174
#aoe 1
#end
Thank you, I'll get a fix uploaded soon.

As for the scale issue, that's about the third time that's cropped up, I think it only effects the segmented version. Anyway, I'll upload a fixed version for that soon as well.
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  #14  
Old February 4th, 2008, 05:04 PM
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Default Re: Conceptual Balance Mod 1.2

QM: more corrections for the other Stars...


Star of Thraldom should be:

#selectitem "Star of Thraldom"
#constlevel 0
#end

#selectweapon 218
#secondaryeffect 0
#end

#selectweapon 218
#secondaryeffectalways 219
#end

#selectweapon 219
#aoe 1
#end



Evening Star:

#selectitem "Evening Star"
#constlevel 2
#end

#selectweapon 304
#secondaryefect 0
#end

#selectweapon 304
#secondaryefectalways 305
#end

#selectweapon 305
#aoe 1
#end


The Evening Star one is important, because as it stands, the square being attacked is hit with Weakness as many times as there are units which occupy it. So in a square containing 3 units, each will be hit with Fire once, and Weakness three times. In a square containing 6 units, each will be hit with Fire once, and Weakness six times. Poor hobbits.
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  #15  
Old February 4th, 2008, 05:10 PM
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Default Re: Conceptual Balance Mod 1.2

I found those errors because I was putting together a CBM specific forging reference, not unlike the one linked in my signature.

It's attached. Feel free to include it in your distribution. If not, that's cool too.
Attached Files
File Type: zip 579286-CBM_Forging_Reference.zip (77.6 KB, 145 views)
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  #16  
Old February 4th, 2008, 08:17 PM

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Default Re: Conceptual Balance Mod 1.2

Awesome! Good work Cleveland! At a stroke you've made CB vastly more playable.

I guess you'll know as well as anyone - are there many changes to the forging levels? I couldn't see that many at a quick glance, apart from Thistle Mace -> N3.
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  #17  
Old February 4th, 2008, 10:10 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.2

If the thistle mace is still there it's a bug, nothing should be harder to forge than base game now.
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  #18  
Old February 4th, 2008, 11:17 PM
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Default Re: Conceptual Balance Mod 1.2

No problem, glad to help.

Yes, there are substantial changes to the forging levels. In general, there's been a great shift toward making items more accessible. Easily 50 items were modified, and I'd guess 90% of the changes were decreases in Const level, decreases in mage level, or both.

Some interesting changes I recall:
-Many more easily accessible AOE weapons. The new ones, as mentioned are the Star of Heros, Evening Star, and Star of Thraldom. Doom glave now only S1, Const0.
-All research boosters reduced. Skull mentor now D1, Const6; owl quill, Const0; lightless lantern, Const4.
-Charcoal shield now Const6 (up from Const4)
-Thistle Mace was the only booster to change.
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  #19  
Old February 5th, 2008, 01:03 AM

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Default Re: Conceptual Balance Mod 1.2

Research boosters (apart from owl quills) were also supposed to be reset to base game. Charcoal shield I might move back simply to reduce confusion.

I knew when I uploaded 1.2 I must be forgetting something, seems I forgot to implement my items to do list.
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  #20  
Old February 5th, 2008, 01:47 AM
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Default Re: Conceptual Balance Mod 1.2

I've been playing a bit with command auras. Add this to a mod of your choice and let me know what you think.

If they work well, they could help to encourage the use of national commanders in actual combat, without (hopefully) stepping on the toes of the mages too much.
Attached Files
File Type: txt 579384-CommandAuras.txt (2.6 KB, 156 views)
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