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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars > Scenarios, Maps & Mods

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  #1  
Old April 19th, 2005, 04:39 AM

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

Don't bow to my wisdom.

I have found that, across my gaming time. Death gems, blood slaves, air gems, etc. They all seem somewhat similiar with the exception of Fire Gems and Water Gems in terms of raw quality of potential uses (Summons/Items/etc).

Death certainly has no weakness in the variety it can use it's gems, but I wouldn't consider it the 'best'. I have found nature to be the same way, if only for the fact that it has a good, semi-unobtrusive global (Mother Oak) a few game-winner globals (Gift of Health with Tartarians, Haunted Forest) and a plethora of good items for gems (even if it's only Hydra Armor and Rings of Regeneration for magic items).

I have certainly had a great amount of successes with nature gems and in fact I have found it as 'needed' a type as Death/Blood for my strategies.

Clams: I don't particularly think that 2W is too cheap for Clams, the feeling or desire to make an Astral income from Water really comes from the lack of good gem uses for Water as much as Astral is a great and versatile gem type that can be fitted to a need at any particular time.

There is a change to them in my Magic Item mod, if only to make potential 'hoarding' investment less attractive while keeping a 'small Astral gem income with Water Gems' availiable. It's not a complete fix, but I think that particular debate has gone round and round and there is no good answer. Some people will always horde and will always try to set their strategies around it, seeing it as a potential payoff while other people will not let their weakness be so easily exploited in the early game.

I can certainly say it's boring hording (making clams is a sucky version of micromanagement some *feel* compeled to do in order to feel competitive) and it's boring fighting a hording war (Way too magical for my taste) that is less about how your fighting and more about how often can you go back and forth with your army-destroying-SC-killing-hyperempowered-Pretender-God-Too-many-path lameness that tends to degenerate into a stalemate. Stalemates tend to suck the fun out of Dominions 2 I have found. Even though you agree end the game, there is no sense of closure, which tends to irk me especially if I have devoted alot of time to the game (as Dominions games tend to).

Either way I'm rambling. I have revised some changes, I will release the final Pretender Mod (some minor typo corrections, slight change to a few Pretenders, nothing crazy), v1 Summons Mod (only adjusts summons statistics, not spell costs) v1 Spell Mod (only affects costs and spell effects), v1 Nations Mod (welcome to an attempt in variability and to make nations have gold be a factor in the late game outside of building mages and castles a pretty hefty task considering capitol only limitations) and the v1 Magic Items mod by the end of next week, if I'm lucky.
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  #2  
Old April 22nd, 2005, 01:24 PM
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lebarjack lebarjack is offline
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Default Re: Conceptual Balance Series (Mod)

Zen, you have written a long time ago a sticky post about dominion links.
It seems that your website has been forgotten in this list.
I think you should add it.
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  #3  
Old April 25th, 2005, 01:00 AM

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

Here is a readme file I hammered out for the spell mod (it looked like a lot of games were not using it due to lack of one).

Some things that occurred to me while creating it:

*Do the treelords really need the #clearspec command? Because it would be nice if they had thier vine ogre ability back.

*You increased the vine ogre defense by more than the vine men. It seems vine men should have the defense advantage since they are so much smaller.

*One command makes the haunted forest research level 8, which it is already at.

*Why is fate of oedipus research level 9?

*Consider making looming hell lower research and cheaper?

*What about making dark skies a fire (and maybe a point or two of air or earth) spell? Then you could reduce the cost/research without making air even better.

*Blood rain is never used at it's current position on the tech tree. Either make in no blood slaves, or lower research.

*With so many good uses for earth gems, Melancholia is never used. Again, lower research or cheaper would be nice.

*Get cracking on the other mods!
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File Type: txt 350432-conceptual_spells_readme_v1_80.txt (11.2 KB, 247 views)
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Old April 25th, 2005, 11:02 AM
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Default Re: Conceptual Balance Series (Mod)

Thanks a million quantum.

Since we'll now (probably) be using this mod for Yarnspinners2 do you mind if I post the readme at the Yarnspinners2 Wiki for easy reference?
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  #5  
Old April 25th, 2005, 01:17 PM

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

Quote:
Sedna said:
Thanks a million quantum.

Since we'll now (probably) be using this mod for Yarnspinners2 do you mind if I post the readme at the Yarnspinners2 Wiki for easy reference?
Sure, I don't see why not. Oh, and here is a readme for scales while I'm at it.
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File Type: txt 350533-conceptual_scales_readme_v1_20.txt (337 Bytes, 171 views)
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  #6  
Old May 22nd, 2005, 06:18 PM

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Default Re: Conceptual Balance Series (Mod)

Here is the Latest Version of the Pretender Mod. I am currently nowhere where I can upload to my little page, so it will be availiable for download here at Shrapnel until I can host the files.

Conceptual Balance Pretenders 2.2

Edit: I think I have fixed all the grammatical and spelling errors. If you see any thought, feel free to point them out.
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File Type: zip 355449-conceptp22.zip (4.3 KB, 224 views)
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  #7  
Old May 22nd, 2005, 09:09 PM

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

Here is the first release of the Item Mod.

Please remember that this is a first release and anything you feel absolutely went in the wrong direction, please explain why.

No graphic at the moment, I will put one together when I can. File is availiable here to download until I can upload to the page Gandalf has so graciously provided space for during this whole time.

Conceptual Balance Magic Items 1.0
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File Type: zip 355471-conceptmi1.zip (1.5 KB, 243 views)
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  #8  
Old May 23rd, 2005, 08:33 AM
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Default Re: Conceptual Balance Series (Mod)

Quote:
Zen said:
Here is the Latest Version of the Pretender Mod. I am currently nowhere where I can upload to my little page, so it will be availiable for download here at Shrapnel until I can host the files.

Conceptual Balance Pretenders 2.2

Edit: I think I have fixed all the grammatical and spelling errors. If you see any thought, feel free to point them out.
You left out the banner from the archive.

All of your mods are also available for download from my site.
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  #9  
Old May 24th, 2005, 09:19 AM

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Default Re: Conceptual Balance Series (Mod)

Alneyan,
Ok about the Thorn, making it just a Blood boost is good.

Instead of GateCleaver, go for DuskDagger
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  #10  
Old May 24th, 2005, 07:24 AM

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Default Re: Conceptual Balance Series (Mod)

The Blood Thorn didn't get nerfed ?
Strange, it's the most overabused item ... :?
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