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  #1  
Old October 1st, 2005, 04:11 PM
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Morkilus Morkilus is offline
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Default 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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Old October 1st, 2005, 04:18 PM
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Default 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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Old October 1st, 2005, 04:28 PM

Turin Turin is offline
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Default 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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Old October 2nd, 2005, 06:43 AM
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Default 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?

---

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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Old October 2nd, 2005, 01:00 PM

quantum_mechani quantum_mechani is offline
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Default 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?

---

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.
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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Old October 2nd, 2005, 02:02 PM

GriffinOfBuerrig GriffinOfBuerrig is offline
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Default 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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Old October 2nd, 2005, 05:07 PM

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Default 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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