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October 1st, 2005, 04:11 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
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Re: Conceptual Balance Mod 5.0
So I changed "#mainpath 2" to "#mainlevel 2". Should this make it do what was intended? I figure the path should be default. This is my first (mod)ification, so sorry if I sound n00bish.
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October 1st, 2005, 04:18 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
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Re: Conceptual Balance Mod 5.0
Uh, I understand why the Wraith sword has no strength added (since it's ethereal and everything), but doesn't 1 attack power make it completely nerfed? I guess if lifedraining was completely bah-roken in the game, it makes sense to obliterate it, if that was the intention. I'd hate to make one without knowing it was completely useless.
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October 1st, 2005, 04:28 PM
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Second Lieutenant
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Join Date: Sep 2004
Posts: 483
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Re: Conceptual Balance Mod 5.0
attack power is just the added attack skill, which can be further boosted with burning pearl etc. .The damage is still 9, but it´s armornegating now, so you are guaranted to do 9 lifedraining damage with each attack if you hit. Makes the wraith sword a nice situational weapon in my opinion.
Your fix for the winged boots should be correct.
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October 2nd, 2005, 06:43 AM
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Captain
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Join Date: Feb 2004
Location: within 200km of Ulm
Posts: 919
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Re: Conceptual Balance Mod 5.0
What precautions must be taken for ongoing MP games? Is it just enough to fix the .dm file on the server?
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About Balance: My perception is Magic Difficulty and Independent Strength shift the Balance between Nations like Ulm and Caelum, say. Difficult Research and High Independent Strength helps Magic-Weak nations, so a nerfed Caelum might be at too much of a disadvantge.
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October 2nd, 2005, 01:00 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
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Re: Conceptual Balance Mod 5.0
Quote:
Chazar said:
What precautions must be taken for ongoing MP games? Is it just enough to fix the .dm file on the server?
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About Balance: My perception is Magic Difficulty and Independent Strength shift the Balance between Nations like Ulm and Caelum, say. Difficult Research and High Independent Strength helps Magic-Weak nations, so a nerfed Caelum might be at too much of a disadvantge.
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I think everyone would need the fixed mod. I would have released the tiny fix myself but I was waiting to see if more issues would crop up.
I'm not sure high independents really helps magic weak nations, or even difficult research in many cases. In any case, I would not worry about even the nerfed Caelum being weaker than Ulm no matter what settings you choose.
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October 2nd, 2005, 02:02 PM
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Sergeant
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Join Date: Jan 2005
Location: Germany, Leverkusen
Posts: 262
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Re: Conceptual Balance Mod 5.0
Thats very very cool, now the dokumentation i really like the mods - before it was a kind of "mass randomasation" to me!
I really like it!
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October 2nd, 2005, 05:07 PM
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Second Lieutenant
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Join Date: Sep 2004
Posts: 483
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Re: Conceptual Balance Mod 5.0
I just took the time to look over the hero part of the mod and there are quite a few differences to my version of the mod.
Those probably got accidently in when the redundant lines(which I left in for better visualization of the unit) in my mod were removed.
I noticed some oddities in my version too, apparently the nullmod.dm which I took as the source for the unmodified heroes doesn´t account for the effects of magic schools(like fire giving +1 attack and earth giving +1 prot).
This results for example in some earth mages having natural protection even if there is no thematic reason for that.
So I will update my mod to version 1.3 in a couple of days and will then incorporate it in the complete mod.
The missing changes in this version of the complete mod are mostly hardly noticeable( like a few missing hps/prot/atk points etc) , but the abysian hero lost its s3 magic and vanlade the vanheim hero is back to d2.
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