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December 20th, 2004, 07:46 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Thanked 695 Times in 267 Posts
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Re: Conceptual Balance Series (Mod)
Comprehensive readme files for Spell mods 1.6 and 1.7 and Pretender mods 1.9 and 2.0 will be made available tomorrow. Right now it's too bloody late (0:45 am) and my gf will kill me if I don't shut the computer down very soon, is why the delay.
The readme's will have a major change of format in that everything will be displayed with the current modded values followed by original values in parentheses, instead of the previously used +/- x without reference to original value. I got too bloody tired referencing my own weapons and unit databases every time there was some minor change, and it will make the readmes more user friendly.
Edi
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December 20th, 2004, 11:34 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Conceptual Balance Series (Mod)
From the game this Sunday, it seems that the current elemental summoning spells may need tweaking - several of us thought that putting a gem requirement back might be good, because it's currently possible to really spam elementals. True, not with most national mages (albeit Atlantis, Abysia, Caelum, etc could manage it on a limitted scale) but a pretender going for a 9 or 10 bless winds up being able to churn out elementals every cast with almost no fatigue loss to limit it. Likewise, the elemental royalty and arch devils could spam elementals almost unlimittedly with a couple of boosters.
And, since the AI prefers to summon things more than almost anything else, it tends to continue to pump elementals after the script has run out.
Just seems a little unbalanced, watching a Moloch spew forth 15 or more full size fire elementals with his fatigue staying about 20 or 30. Said Moloch had a small army with him, but with just a dozen Mictlanish slaves would probably have slowed down 130 carrion creatures (or most other armies) long enough for the torrent of elementals to wipe out the opposing army.
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Wormwood and wine, and the bitter taste of ashes.
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December 21st, 2004, 12:37 AM
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Corporal
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Join Date: Feb 2004
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Re: Conceptual Balance Series (Mod)
actually caelum can't spam elementals, air ones still need gems, but you don't even need a level 9 bless to spam elementals, an earth 6 or 7 cyclops can cast summon earth power and keep the elementals coming the entire battle. I would recomend upping the fatige cost to 100-200, a very high level bless could still spam for a while, but would eventually run out.
odd_enuf
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December 21st, 2004, 01:02 AM
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Captain
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Join Date: May 2004
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Re: Conceptual Balance Series (Mod)
100+ fatigue cost will then add a gem to the cost, so...
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December 21st, 2004, 01:25 AM
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Private
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Join Date: Dec 2000
Location: Martinez, Ca, USA
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Re: Conceptual Balance Series (Mod)
I had heard that the fatigue cost was set low to keep communions from killing themselves off with elementals after script ran out.
Adding a gem would solve spamming, but result may be that that spell is just never used.
What about raising path by one, and raising fatigue from 40 to 60? Would that make the spell still used/usable, but not overpowered or deadly to communions?
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December 21st, 2004, 02:53 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Conceptual Balance Series (Mod)
Well, the original elemental spells mostly took 2 gems; if they were 1 gem apiece they might be used....
I think the problem may be that if a communion can effectively use the spell, an uber mage (pretender, elemental king, etc) can spam it....
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Wormwood and wine, and the bitter taste of ashes.
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December 21st, 2004, 03:13 AM
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Private
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Join Date: Dec 2000
Location: Martinez, Ca, USA
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Re: Conceptual Balance Series (Mod)
You have a good point.
Would modding the elementals themselves to make them a bit weaker be a solution?
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