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August 21st, 2005, 06:19 PM
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Second Lieutenant
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Re: Conceptual Balance Mods - Version 3.0
What does the Conceptual Complete Mod do? The description only mentions it modifies Pretenders but that couldn't be right, could it? There is already a Conceptual Pretender Mod for that.
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August 21st, 2005, 07:09 PM
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Lieutenant General
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Re: Conceptual Balance Mods - Version 3.0
Quote:
ioticus said:
What does the Conceptual Complete Mod do? The description only mentions it modifies Pretenders but that couldn't be right, could it? There is already a Conceptual Pretender Mod for that.
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Ah, you seem to have found another small bug. What it should say is that concept complete combines all the other concept mods into one.
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August 22nd, 2005, 11:35 AM
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National Security Advisor
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Re: Conceptual Balance Mods - Version 3.0
This includes Conceptual Nations Mods, big brother to the Nations mod you asked about in the other thread. They are not combatible.
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September 27th, 2005, 11:55 AM
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Re: Conceptual Balance Mods - Version 3.0
I am again confused: The complete mod attached to earlier posts is still 4.0, while Edi writes that the nation mod suffers some serious mistakes which is why he attaches nation mod 4.1, however, there is no complete 4.1 around, is there? Can I just merge the files myself? My players are actually already getting confused because of these changes and resistance against modding is building up...
...so can anyone link the definitive complete mod to use, please?
...what are those 'serious' mistakes in 4.0? Are they really serious? I'd rather have my players handle a single file instead of 5 if those 'serious' issues are not so serious...
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September 27th, 2005, 12:57 PM
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Lieutenant General
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Re: Conceptual Balance Mods - Version 3.0
Quote:
Chazar said:
I am again confused: The complete mod attached to earlier posts is still 4.0, while Edi writes that the nation mod suffers some serious mistakes which is why he attaches nation mod 4.1, however, there is no complete 4.1 around, is there? Can I just merge the files myself? My players are actually already getting confused because of these changes and resistance against modding is building up... 
...so can anyone link the definitive complete mod to use, please?
...what are those 'serious' mistakes in 4.0? Are they really serious? I'd rather have my players handle a single file instead of 5 if those 'serious' issues are not so serious...
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Yes, it is too bad Edi released a half-a-version nation mod, I think it really increases confusion.
As I said in my last post, the most current complete mod is attached to one of my posts on page two. I do not believe there are any major issues with it, or even with the version before it (3.0). The reason I have not changed the first post to complete 4.0 is that I am about to release the next major version, possibly even some time today. With luck, this may be the final version, though something tells me otherwise.
EDIT: Oh, and I'm intimately familiar with the 'resistance against modding' phenomenon. A couple mods have issues or are hard to find the right version and suddenly all of modding is terrible mistake. I find the best remedy is a quick game or two whacking them over the head with base game imbalances. 
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September 27th, 2005, 04:29 PM
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Re: Conceptual Balance Mods - Version 3.0
Quote:
quantum_mechani said:
The reason I have not changed the first post to complete 4.0 is that I am about to release the next major version, possibly even some time today.
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Today?!  TODAY?!  edy: Great!
Quote:
EDIT: Oh, and I'm intimately familiar with the 'resistance against modding' phenomenon. A couple mods have issues or are hard to find the right version and suddenly all of modding is terrible mistake. I find the best remedy is a quick game or two whacking them over the head with base game imbalances.
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Yeah, and then they abandon the game because they cant keep up anyway with such an unbalanced game...  ...this is sort of futile. Either I get it smoothly done or not at all! Humans are always so impatient, a pity!
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September 28th, 2005, 06:21 AM
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National Security Advisor
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Re: Conceptual Balance Mods - Version 3.0
Well, I'd have released a full compilation, except I was seriously pressed for time with all sorts of school work and other stuff deadlining around then. Sorry about that. But it seemed the natural thing to do, to put out the halfversion along with the readme, because it did fix some pretty obscure problems that were not the easiest to find.
I'm looking forward to the next version.
Edi
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September 26th, 2005, 03:06 PM
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Re: Conceptual Balance Mods - Version 3.0
Thanks for the quick reply and the fix!
PS: Does this include Turin 1.1 or 1.2?
EDIT: Hmm, so essentially you are saying that what I wrote before was right, i.e. that 4.1 is a mixture of 3 different attachments to posts in this thread, right? Page 2 doesnt help me, as with my settings there is no page 2 yet, but I have already downloaded and sortet all attachments within this thread.
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September 26th, 2005, 03:10 PM
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Second Lieutenant
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Re: Conceptual Balance Mods - Version 3.0
it´s a somewhat fixed version of 1.2. I had forgotten to mod pythiums serpent cult hierogallus hero.
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