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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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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
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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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December 22nd, 2004, 07:58 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)
Indeed, thanks. Looks like I'd mistakenly put E2 for the Vengeful Treelord when it was supposed to be B2. Just for the record, Zen's spell mod switches around the treelord magics so that the one that used to have earth now has blood and vice versa, which accounts for some of the strangeness.
I'll fix the typos for the readme for the next Version.
Edi
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