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August 12th, 2009, 03:30 AM
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First Lieutenant
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Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
Thanks: 133
Thanked 78 Times in 46 Posts
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Re: Mod Project - Metaphysics
Every god gets flat +15 on top of what he'd have in CBM (with the exception of the great sage, he has a bonus of 15 already and 25 is max - I think of making him immune to drain).
I actually don't know how it effects nation or pretender balance, and haven't done anything else.
Drain scale is -5 per tick, yes.
I don't think the magic scale is underpowered at all.
It doesn't give as much rp in the later stages of the game but your total research output will be lower, too. So as you can't force having level 8 or 9 in every path rp will be more valuable (and at magic3 15rp * 2 researchers * 60 turns = 1800 rp). Also you will get the full effect at turn 1 which has a huge impact on early game.
Hmm, maybe I should make it scale with the turn number, too, drain + bad research is no fun early on.
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August 12th, 2009, 07:32 AM
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Major General
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Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
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Re: Mod Project - Metaphysics
Wait, why are you penalizing the Great Sage? Yes, he already has a bonus because he's supposed to be that much better at research than every other pretender god. If he doesn't get the same additional improvement, he will not be worth taking relative to the other 'mage' chasses, who will be strictly better or almost so. (Remember, all those other mage chasses get some special ability or two - something the sage gives up for a bonus on research).
I also agree a sliding scale on the amount of research for magic/drain is in order - 5 is a lot early on but next to nothing in the end game.
Further question: In the game thread your table says 'total research' - is that counting your pretender god's minimum bonus, or just your two researchers?
Last edited by Squirrelloid; August 12th, 2009 at 07:46 AM..
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August 12th, 2009, 07:01 PM
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First Lieutenant
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Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
Thanks: 133
Thanked 78 Times in 46 Posts
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Re: Mod Project - Metaphysics
The total research is only from the researcher.
And I'm not penalizing the sage, it's just not possible to boost research by more than 25. He will get compensated, in one way or another.
If you have suggestions...
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August 13th, 2009, 06:26 PM
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Second Lieutenant
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Join Date: Jun 2009
Posts: 403
Thanks: 15
Thanked 28 Times in 21 Posts
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Re: Mod Project - Metaphysics
The most straightforward options you have are to either start him off with 4-5 magic paths(essentially giving him a lower cost), or give him a skull mentor.
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August 18th, 2009, 06:35 PM
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First Lieutenant
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Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
Thanks: 133
Thanked 78 Times in 46 Posts
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Re: Mod Project - Metaphysics
There's a SP EA version of the mod available on the first page
@kianduatha
Modding Skull mentors on gods isn't possible.
I'm considering the paths, the sideeffect is that he gets a better bless chassis, though.
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August 19th, 2009, 12:01 AM
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Second Lieutenant
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Join Date: Jun 2009
Posts: 403
Thanks: 15
Thanked 28 Times in 21 Posts
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Re: Mod Project - Metaphysics
Take away fire, give him air/water/astral/death/blood? That gives him 5 paths, but limited bless options.
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