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  #1  
Old April 17th, 2007, 11:46 PM

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Default Re: Modding Idea List

Well it seems like you have a better idea of balance than most and I think that's useful

There are always things that one person finds easy to spot and other people find hard. A few modders here are very good at graphics, others couldn't get that good if they practised every day. Some people know a lot about history and languages, some are more interested in working out whether order misfortune or turmoil luck gives a better income on average after 50 turns.

Best to combine our strengths, I reckon, and without toe stepping, if possible.
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  #2  
Old April 18th, 2007, 12:01 AM

VedalkenBear VedalkenBear is offline
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Default Re: Modding Idea List

Heh. Yes, I freely admit I have no talent at art. (I tried, too!) I see myself as an analytical problem-solver, and so I tend to approach everything like that.
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  #3  
Old April 18th, 2007, 12:50 AM
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Default Re: Modding Idea List

Mods can always be rebalanced post-development.

I have a long-running intention to do some extensive playtesting on the existing new-nation mods, and see if I can get them all fairly balanced against eachother.
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  #4  
Old April 18th, 2007, 01:11 AM

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Default Re: Modding Idea List

You could just help me out with CBM balance versions. Unless you don't like CBM for some reason.
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  #5  
Old April 18th, 2007, 06:46 PM
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Default Re: Modding Idea List

Indeed, I don't like CB.

Once the megamod can actually be played, I'll be releasing the following mods:
1) A new nation megamod. This will include new nations (incl. the many by Amos) which I have rebalanced for Vanilla. I'm still running sims and studying to get the balance right. There will actually be three versions, one for each era, once they are playable, I'll see if I can talk people into doing a few cycles of playtesting.

2) An expansion megamod. The "black tome of alsophocus" plus some additional nations based on existing nations (so EA Mahcaka, LA Pythium, etc,) plus the worthy heroes mod. This will also need playtesting.

If anyone wants to fork either of those to make it conceptually balanced or whatever, it wouldn't bother me at all, but I disagree with CB so completely that I don't think discourse on the topic is even useful.
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  #6  
Old April 18th, 2007, 09:24 PM

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Default Re: Modding Idea List

I'd be very keen to help with testing for number 1). I've been thinking a bit of multiplayer mod action would be fun for a while now.
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  #7  
Old April 18th, 2007, 09:50 PM

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Default Re: Modding Idea List

Well I'm curious; without trashing CB (it represents hard work by a group of people), what is it that you don't like about it? Seems like a few posters around here are dead set against it and I'm not sure why.
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  #8  
Old April 18th, 2007, 11:13 PM
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Default Re: Modding Idea List

I think that the entire process guiding the CB mod is fundamentally flawed, and not salvageable.

I disagree with the basic philosophy, I disagree with essentially every change that they make, note only that the stated goals are not good or desirable, but that the changes made do not achieve those goals.

I could go over the list of why I don't like them but it's been done by others and I see no profit in repeating the discussion.
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