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  #1  
Old September 25th, 2004, 06:14 PM

Zen Zen is offline
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Default Re: Conceptual Balance Series (Mod)

If you'd like I can release a Beta Version (with only confirmed good idea changes) in place as well as the newly updated Pretender's portion. If you are starting your game tommorow I will have it avaliable for you to try out.

Thanks,

JB
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  #2  
Old September 25th, 2004, 06:22 PM
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Alneyan Alneyan is offline
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Default Re: Conceptual Balance Series (Mod)

The game will be starting Wednesday or so, so I think the full item Version is not needed yet. If the list of the changes is already available, it would be helpful however; otherwise, feel free to upload the Beta Version instead.

Thanks a lot!
Alneyan
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Old September 26th, 2004, 03:52 PM

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Default Re: Conceptual Balance Series (Mod)

Alright, a few changes!

The latest Version is 1.5

I will try to have the Readme out as soon as possible with the total changes, for those browsers

Find the mod here at www.techno-mage.com/~zen/conceptp15.zip or as the attatchment to this post (I will bring down the other after this one has gotten out)

Dagon - +6 Def
Manticore - +8 Prot (Total: 18, like a Kithartic Lion) (In addition to other changes)
Prince of Death - 100 CR, 100 PR (Replacing other changes)
Arch Mage - Dominion: 2, Basecost: 25 (In addition to other changes)
Hag - Basecost: 25 (In addition to other changes)
Frost Father -> Rime Mariner - +Sailing (In addition to other changes)
Son of the Sun (Non-astral) +2 Fire Gems (Replacing other Changes)
Neried - +Mounted
Void Lord - Dominion: 3 (In addition to other changes)
Arch Seraph - +8 HP, Basecost: 50 (In addition to other changes)
Master Druid - +Swamp Survival (In addition to other changes)
Lord of the Gates - -100 CR (In addition to other changes)
***** Queen - +5 Prec (In addition to other Changes)
Shedu - -1 Enc (In addition to other changes)
Lord of the Night - Basecost: 125

I will have my editor get back with you for the full readme. As well as my next post will try to do some of the explaination why certain things were given certain traits.
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  #4  
Old September 26th, 2004, 05:01 PM
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Ragnarok-X Ragnarok-X is offline
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Default Re: Conceptual Balance Series (Mod)

Quite good, thanks for making this, Zen
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  #5  
Old September 26th, 2004, 05:46 PM

Zen Zen is offline
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Default Re: Conceptual Balance Series (Mod)

Enjoy it and give me some feedback when you've had a chance to try it.

Additional Changes (that I forgot!)

Weapon: Bile - +1 AoE

Naga - -1 Enc (Total 3, now)
Golden Naga - -1 Enc (Total 3, now)
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  #6  
Old September 26th, 2004, 07:55 PM

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Default Re: Conceptual Balance Series (Mod)

Please note the current Version 1.5. I went back and forth on a few changes and ended up just giving in to the (wait and see).

Reasons for this: The Mod tools limit your actual choices. Whereas things you would like to put in that might be thematically and strengthening, just don't work right now (I.E. Fountain of Blood cannot get Blood Slave income because #gemprod doesn't work with Blood Slaves).

You only need the latest Version of the Mod Enabled (and would be best to have only that one enabled).

Edit: The Attatchment has been removed from the first post, the Attatchment 3 Posts up, is 1.5.
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  #7  
Old September 27th, 2004, 03:45 AM
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Edi Edi is offline
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Default Re: Conceptual Balance Series (Mod)

All right, new readme is ready and attached to this post. All new changes have been documented. I've added some extra info as well so that those who might wish to know it will not have to look at other documentation (namely the Unit_ID and Weapons_&_Armor spreadsheets by yours truly) to find what they need.

Zen, a few comments and questions:

First and most important comment: I had a hunch when editing the readme and checked the mod file. You have forgotten to mod the secondshape monsters for the three dragons, dracolich, ***** queen, serpent king and smoking mirror.

These monsters (several of which are human forms) are very weak and simply crowbait if the pretenders assume those forms. The monsters you need to apply most or some of the same changes as you put on the actual pretenders are:
402 Crone - ***** Queen alternate form
267 Frost Father - Blue Dragon alternate form
226 Great Sage - Red Dragon alternate form
268 Master Druid - Green Dragon alternate form
645 Bog Mummy - Dracolich alternate form
858 Jaguar - Smoking mirror alternate form
654 Serpent King - Serpent form

Second, did you try to send me a PM yesterday? If you did, I didn't get it. I had the blinking envelope when I logged in, but there were no Messages in my inbox. Either resend, post here, or toss me an email (preferable, as the PM system seems less than reliable).

Third, have you considered commenting your mod? If anybody wants to take a look at the specific changed as implemented in the actual mod file, adding e.g. --[name] after the #selectmonster <nbr> or #selectweapon <nbr> commands will make the file a lot more readable (even to yourself, maybe?) I know from mapmaking that everything on a given line after -- will be ignored as commentary.

Edi
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File Type: txt 298501-conceptReadMe_v1_5.txt (5.5 KB, 182 views)
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  #8  
Old September 28th, 2004, 12:33 PM

Balmoth Balmoth is offline
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Default Re: Conceptual Balance Series (Mod)

Quote:
(I.E. Fountain of Blood cannot get Blood Slave income because #gemprod doesn't work with Blood Slaves).
I have no any experience with making mods, so I might be way off, but Belphegor- King of Hell (I Think) has Blood Slave Income. So the game at least has some kind of commander setting for this.
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