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February 8th, 2009, 01:59 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: Remove Artifacts?
I've been thinking about your post, and since this is intended to be for a package mod for large games, I'm tentatively going to break all Artifacts into 3 groups -
Minor Artifacts - Moved to Cons6 to allow multiple construction, perhaps with increased gem costs
Major Artifacts - Stay at Cons8, perhaps with increased gem costs
Insane Artifacts - the ones that truly can change the face of the game, singular artifacts that can ruin armies (a la The Ark), these will be removed entirely
So for example, Krupp's will likely have an increased cost to construct, but will be at Cons6. Asfetik's Armor will retain its high cost, and move to Cons6. Monolith Armor, The Barrier, The Flying Ship, The Magic Lamp, are good examples of Artifacts that will remain at Cons8. Aegis, The Ark, The Chalice, are some that would be removed to even the playing field.
I'll try to work out the full list later when I get the chance. The mod that Redeyes posted should make an excellent template to work from, thanks again, Red. <3
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February 9th, 2009, 06:23 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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Re: Remove Artifacts?
Quote:
Originally Posted by JimMorrison
Are we implying that "Construction Level 8" has a hardcoded Artifact item restriction? So if, for example, all the Artifacts were moved to Cons9, would they then also be freely craftable??
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Yes, level 8+ is for artifacts. All the "unforgeable" artifacts are at level 12. Somebody came up with a way to research Construction up to level 12, by having such insane research that he researches four consecutive levels of Construction at the same time, and he could forge the "unforgeable" artifacts then. That's probably why they're not at 10.
Quote:
Originally Posted by JimMorrison
Insane Artifacts - the ones that truly can change the face of the game, singular artifacts that can ruin armies (a la The Ark), these will be removed entirely
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I don't know if you can "remove them entirely", as they probably would still be wishable. If there's some reset-like mod command, you can make them useless, though.
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February 9th, 2009, 01:22 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: Remove Artifacts?
Quote:
Originally Posted by lch
Quote:
Originally Posted by JimMorrison
Insane Artifacts - the ones that truly can change the face of the game, singular artifacts that can ruin armies (a la The Ark), these will be removed entirely
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I don't know if you can "remove them entirely", as they probably would still be wishable. If there's some reset-like mod command, you can make them useless, though.
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Well like I said, if someone wants to have an S9 mage with Alteration 9 spend 100 pearls for one of those artifacts, I don't see it as the end of the world, as it's far more expense and effort than it currently is, for those items. Plus, with Forging, once you get that item, it's sort of yours forever, but if everyone who really wants The Chalice knows that they'll HAVE to Wish for it, then multiple people may go that route, and they can Wish it back and forth all they want.
As far as the integers for crafting level go, that's interesting, but like I said, I think that this solution will work out pretty well. There won't be nearly as many actual Uniques to forge when using this mod, but there will be enough to make it a worthy research goal sooner or later. Oddly, I think even more people will shoot for Cons6 early on, with the added goodies there. Lucky for my conscience that this will be coupled with my thug/SC summons package, so everyone should have access to something worth putting that gear on.
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