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  #101  
Old October 3rd, 2004, 07:38 PM
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Default Re: Conceptual Balance Series (Mod)

Quote:
Arryn said:
Ideally, what he should do is leave BOTH the zip filename and the internal filenames static and include a history.txt file in the archive.
That would screw up games that have already been started with older Versions of the mods.
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  #102  
Old October 3rd, 2004, 07:40 PM
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Default Re: Conceptual Balance Series (Mod)

Quote:
Graeme Dice said:
Quote:
Arryn said:
Ideally, what he should do is leave BOTH the zip filename and the internal filenames static and include a history.txt file in the archive.
That would screw up games that have already been started with older Versions of the mods.
Since he keeps changing the .dm's filename, I hardly think that doing as I suggest for the next Version would cause any more inconvenience than has been experienced to date.

EDIT: by continually changing the .dm filename he's circumventing the mod system's built-in Versioning, as the game then treats them as different mods rather than different Versions of the same mod. Some players may actually like that, but overall it's not the way most other mods are handled. And by changing the archive filename he's making it needlessly harder for anyone that wants to host the file.
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  #103  
Old October 3rd, 2004, 08:19 PM
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Default Re: Conceptual Balance Series (Mod)

Quote:
Arryn said:
Some players may actually like that, but overall it's not the way most other mods are handled.
It's necessary when modifying pretenders, as otherwise they will be turned into magicless archmages whenever the costs are changed.
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  #104  
Old October 3rd, 2004, 08:24 PM
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Default Re: Conceptual Balance Series (Mod)

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Graeme Dice said:
It's necessary when modifying pretenders, as otherwise they will be turned into magicless archmages whenever the costs are changed.
Really? I hadn't known that. Few mods tweak pretenders, hence my ignorance. Sounds like a seriously bad BUG in the mod system that should have a high priority in getting fixed by IW. Thanks for explaining it.
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  #105  
Old October 8th, 2004, 12:35 AM

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Default Re: Conceptual Balance Series (Mod)

Woo!

Another Version based on some concrete feedback.

I have taken the liberty of updating the Readme to my limited extent, though you may want a final word from Edi. Since that's where the checks are signed!

www.techno-mage.com/~zen/conceptp17.zip

In the near future I will release the Spells, Items, and Nations portion of this mod. It is sectional for the reasons that if you feel one portion of the mod fits your mood or your friend's idea of balance. Then you may mix and match, not adhering to the full "Series". Though most of the changes complement each other and certain changes in one mod reflect other things (Like this Version the Lance and Light Lance have been directly modified because of it's relationship to SC's and length issues. While this may affect nations in the game, it is for the purpose not to enhance those using these weapons, but to balance out the new concept of "Wing Buffet". It also has rational or logical/thematic roots as well).

Note: The Mod is also in the Attatchment.

Zen Approved and Tested
Attached Files
File Type: zip 301565-conceptp17.zip (11.2 KB, 112 views)
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  #106  
Old October 8th, 2004, 12:53 AM

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Default Re: Conceptual Balance Series (Mod)

Zen, since the general approach that you have taken seems to be oriented towards eliminating "no-brainer" choices whe it comes to Pretenders and magic items, might you be enticed to do the same for scales, since at present it seems that a very limited combination of scale choices are considered by most to be "no-brainers"?
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  #107  
Old October 8th, 2004, 01:09 AM
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Default Re: Conceptual Balance Series (Mod)

Well, there's already one or two mods for doing that with scales, I think - one by Saber Cherry (?) and possibly one more.

Oh, and I disagree that they're no brainers. After all - I still take Turmoil-3 Luck-3 sometimes.
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  #108  
Old October 8th, 2004, 01:14 AM

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Default Re: Conceptual Balance Series (Mod)

I actually have a mod, already completed that does this. However, I don't feel it would be wise to release it just yet until I has sufficent testing to fit it where I like.

Certain issues that I feel should be adjusted is the reliance on the Order scale for gold, the very limited impact of the Growth Scale and that certain Luck events are blunted and placed into a Category of "Mildly annoying" and "Does not scale as the game progresses".

While certain things can be adjusted others cannot (You cannot even mod the Magic scale at all) and the scales are not interchangable in mod types (Like Giving Order +6% Income per scale and +.5 Growth along with -5% Event). So I am left with only running in the variables left to me to find a happy equilibrium that any effect, positive or negative has an impact, including certain scales that are required for nation/themes.
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  #109  
Old October 8th, 2004, 01:15 AM
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Default Re: Conceptual Balance Series (Mod)


Hey Zen! You got the blood gem income working on the pretenders? Woohoo! Slonshal!
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  #110  
Old October 8th, 2004, 01:18 AM

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Default Re: Conceptual Balance Series (Mod)

I *am* an evil genius, after all.
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