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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars > Scenarios, Maps & Mods

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  #1  
Old September 2nd, 2005, 07:36 PM

Jurri Jurri is offline
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Default Re: Conceptual Balance Mods - Version 3.0

Hmm, alright. I guess what gives me the image of ice being so essential is that almost every piece of description tells us how the Seraphs make the ice armament of the Caelian warriors, which in the game's context should be hard to do without water magic. (Surely the high seraphs can't be bothered with such a menial task!) I can't find a single reference to lightning or thunder, though, but maybe I'm just lax. Now that was just me being snide, sorry, I'll shut up on the matter. Thanks for the work again, though; I like most other parts of the mods!
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  #2  
Old September 3rd, 2005, 02:16 AM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mods - Version 3.0

Quote:
Jurri said:
Hmm, alright. I guess what gives me the image of ice being so essential is that almost every piece of description tells us how the Seraphs make the ice armament of the Caelian warriors, which in the game's context should be hard to do without water magic. (Surely the high seraphs can't be bothered with such a menial task!) I can't find a single reference to lightning or thunder, though, but maybe I'm just lax. Now that was just me being snide, sorry, I'll shut up on the matter. Thanks for the work again, though; I like most other parts of the mods!
Well, you know, I actually agree with you. I had them 1w1a to start, but I got complaints that they couldn't toss lightning (orb lightning not enough I guess). So, as I said, no pleaseing everyone.
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Old September 5th, 2005, 03:34 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mods - Version 4.0

At the risk of making this thread as cluttered of the last one, here is a new version, with many fixes.
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File Type: zip 377733-concept4.zip (100.4 KB, 294 views)
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  #4  
Old September 7th, 2005, 12:49 PM
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PashaDawg PashaDawg is offline
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Default Re: Conceptual Balance Mods - Version 4.0

I might have found a bug.

The winged shoes cost 5 air + 5 air (not just 10 air). Is that correct?

Pasha
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  #5  
Old September 7th, 2005, 01:53 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mods - Version 4.0

Quote:
PashaDawg said:
I might have found a bug.

The winged shoes cost 5 air + 5 air (not just 10 air). Is that correct?

Pasha
It is sort of an experiment. You see, that is the only way of making them more expensive without needing more air magic to forge. However, if it turns out it is too confusing they will be put back to base.
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  #6  
Old September 7th, 2005, 08:29 PM
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PashaDawg PashaDawg is offline
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Default Re: Conceptual Balance Mods - Version 4.0

Ok. If I know it is intentional, then it is not confusing!

Thanks.
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  #7  
Old September 7th, 2005, 11:03 PM
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archaeolept archaeolept is offline
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Default Re: Conceptual Balance Mods - Version 4.0

I vote for base! : P
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  #8  
Old September 7th, 2005, 11:56 PM
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Default Re: Conceptual Balance Mods - Version 4.0

Quote:
quantum_mechani said:
Quote:
PashaDawg said:
I might have found a bug.

The winged shoes cost 5 air + 5 air (not just 10 air). Is that correct?

Pasha
It is sort of an experiment. You see, that is the only way of making them more expensive without needing more air magic to forge. However, if it turns out it is too confusing they will be put back to base.
I recommended trying it, since it makes the shoes expensive to put on every swinging richard of a thug, without putting it totally out of the reach of many nations. (Pity poor Marignon, 1 strat movement mages, and they'd need to empower someone who got air as a random to make the boots if they were 10 air requiring skill 2.)

Same thing might be done with the life draining weapons - if you make them require death-3, it puts them more or less out of the reach of non-death nations. But if you make them death 2 + death 2, the expense goes up without shafting the nations that don't start strong in death magic.
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  #9  
Old September 8th, 2005, 12:19 AM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mods - Version 4.0

Quote:
Cainehill said:

Same thing might be done with the life draining weapons - if you make them require death-3, it puts them more or less out of the reach of non-death nations. But if you make them death 2 + death 2, the expense goes up without shafting the nations that don't start strong in death magic.
Since it ends up looking so weird, I would really rather keep use of the technique to a minimum. The goal with lifedrain weapons is that they are now nerfed enough (and other weapons boosted enough) that not having access to them is not a huge deal.
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