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February 28th, 2007, 08:43 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Conceptual Balance Mod (and readme file) 1.00
Yeah, I really agree with Sombre here. I downloaded the mod, scanned the readme, and for the moment gave up. I'd still consider playing with it, but it would be really nice to have a general idea of what the mod's changed.
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March 2nd, 2007, 02:27 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Conceptual Balance Mod (and readme file) 1.00
I've been following and using these mods for a while, though I'm not considered a very "hardcore" player. I could work something up and have QM look at it, since I know he's pretty busy. Is anyone else working on something like this, or should I go ahead and start writing?
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March 2nd, 2007, 03:52 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Conceptual Balance Mod (and readme file) 1.00
Go on ahead. I was the one who did the original readme files for the Dom2 CB mod series, but I've got my hands full with the bug thread management at the moment and I still haven't gotten around to updating Faerun 283 and 424 for Dom3.
Never mind actually playing the game...
Edi
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March 15th, 2007, 09:44 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Conceptual Balance Mod (and readme file) 1.00
Any progress on some sort of rationale/guide to changes?
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March 15th, 2007, 02:59 PM
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Major
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Join Date: Sep 2005
Posts: 1,007
Thanks: 0
Thanked 2 Times in 2 Posts
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Re: Conceptual Balance Mod (and readme file) 1.00
am I the only one who thinks the demon bane should have 2x damage vs demons?
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March 17th, 2007, 05:25 AM
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Second Lieutenant
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Join Date: Dec 2003
Posts: 404
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Conceptual Balance Mod (and readme file) 1.00
Quote:
Wish said:
am I the only one who thinks the demon bane should have 2x damage vs demons?
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Is my manual wrong to say it already does that, or was it removed in cb?
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March 17th, 2007, 05:44 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Conceptual Balance Mod (and readme file) 1.00
It does have that, but when you look at the actual items with special damage properties, it does not show them in the item description. It DOES show them in the weapon properties when you equip the item.
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March 17th, 2007, 05:46 AM
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Sergeant
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Join Date: Feb 2007
Location: Berkeley, CA
Posts: 259
Thanks: 4
Thanked 1 Time in 1 Post
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Re: Conceptual Balance Mod (and readme file) 1.00
Does it do double damage or not?
__________________
"When you have to kill a man, it costs nothing to be polite." - Winston Churchill
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March 17th, 2007, 06:45 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Conceptual Balance Mod (and readme file) 1.00
In the vanilla game, yes it does. The weapon properties window is the determining factor, not the item description window display.
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March 17th, 2007, 01:51 PM
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Sergeant
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Join Date: Apr 2004
Posts: 229
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Conceptual Balance Mod (and readme file) 1.00
Nice mod. I play with it all the time, though I do have a couple of nitpicks. The Dagon has seemingly been "nerfed" to put a crimp on awake SC/W9 bless mictan. Sadly, LA Atlantis feels this the most, as their weak heavy infantry mourns the loss. Previously it was possible to take a W9 awake Dagon without negative scales, now it is not. The combination of a rapid expansion pretender and W9 bless troops from turn 1 made LA Atlantis playable.
Other than that.... I was sad to see you make MA Ermor's Thamaturgs into H2 priests. I didn't think they were ungodly overpowered, and very few things in your mod were actually nerfed.
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