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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
Posts: 35
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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....
__________________
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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December 21st, 2004, 04:57 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Conceptual Balance Series (Mod)
All right, here are the readme files for the following mods:
CB Spells 1.6 and 1.7
CB Pretenders 1.9 and 2.01
If you're wondering about the 2.01 Version designation, it's because I fixed a couple of minor typos in the mod file and rearranged the pretenders to the same order they are listed in the readme so that future readme updates won't be such a goddamn fukking pain in the arse. The 2.01 Pretender mod is naturally included in the package.
Edi
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December 21st, 2004, 04:59 AM
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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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Re: Conceptual Balance Series (Mod)
Crash, I think the best solution would be to up the fatigue cost for the elemental summoning spells to around 90 to limit spamming (you could still spam if you had relief casters or bards when playing Man, but it would mitigate the problem somewhat. Adding a gem requirement for the full elementals would work, but I suspect the result would just be a lesser elemental spam.
Edi
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December 21st, 2004, 05:28 PM
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Sergeant
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Join Date: Nov 2003
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Re: Conceptual Balance Series (Mod)
Edi, great work on the readme!
And of course, thanks to Zen, as well.
thanks for including the original value. It really helps in determining how much something was strengthened/weakened.
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December 21st, 2004, 07:14 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Conceptual Balance Series (Mod)
Quote:
jeffr said:
Edi, great work on the readme!
And of course, thanks to Zen, as well.
thanks for including the original value. It really helps in determining how much something was strengthened/weakened.
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It was the only smart way to do it, my mistake that I didn't do so earlier. This way I won't have to refer back to my other documentation to see the actual effects. Thanks for your compliments.
Edi
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December 22nd, 2004, 06:48 AM
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Corporal
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Join Date: Mar 2004
Location: San Diego, California
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Re: Conceptual Balance Series (Mod)
This mod is getting better and better! Thanks guys!
Edi, couple typos in readme:
-check the treelords' magic paths
(621) Treelord -> Vengeful Treelord
(980) Treelord -> Ageless Treelord
-missing parenthesis
(925) Tarrasque
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