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  #1  
Old January 17th, 2010, 04:50 PM
Mardagg Mardagg is offline
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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by rdonj View Post
Unfortunately, you can't really alter the stats of weapons with item modding. Basically the only change you could make to improve or weaken any of them would be to change the secondary effects they use. For example if one really wanted to they could double to damage of the shadow brand's aoe and make the fire brand's aoe do one damage. But you cannot alter the actual weapon itself.
Oh,wow,didnt know that.
Thats very sad.
I really think that e.g. Wraith Sword having like 16 base damage or so would be much more thematic.
Thanks for the info.

Maybe giving it 50 or 100% CR,+some kind of fear effect+reducing the price then.
I agree,that the Hellsword is better in comparison,but still most of the time it isnt really an option because of superior brand+shield kits.
Maybe giving it 100%FR and a slightly better berserk effect?
2 handed weapons just have to offer quite a lot for its big downside.
Is it possible to change the damage type to AP damage?
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  #2  
Old January 17th, 2010, 02:28 PM

Sir_Dr_D Sir_Dr_D is offline
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Default Re: Conceptual Balance Mod 1.6

I just had some thoughts on middle age Ulm. Are you able to mod the starting sites of a nation. If so would you be able to give ulm a starting site that allows it to collect an extra 100 or so resources per turn? The theme of the nation makes it sound like they should have access to a high resource site.

I will also add my voice to the opinion that ulms armor encumbrance should be reduced further. Contrary to popular belief, plate armor was easy to move around in. They were specificially designed to give knights mobility. If Ulm has such genius smiths, they should have been able to create armor that is stronger and just as easy to move around in. Not only that, but ulm is a nation that is tough and strong, and specifically trained to wear armor. They should be able to wear armor, and be less effected by encumbrance then other nations. I don't know the formulas enough to say what the best encumbrace should be, but don't be afraid to give the encumbrance a value of 5 or 6. Do that, or else give all umlish troops a natural reinvogration. The reinvogration would simulate their toughness,resilence and trained ability to be less effected by armor.
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  #3  
Old January 17th, 2010, 05:44 PM

Sombre Sombre is offline
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Default Re: Conceptual Balance Mod 1.6

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Originally Posted by Sir_Dr_D View Post
I just had some thoughts on middle age Ulm. Are you able to mod the starting sites of a nation. If so would you be able to give ulm a starting site that allows it to collect an extra 100 or so resources per turn? The theme of the nation makes it sound like they should have access to a high resource site.
They already get a resource bonus in all of their forts. This can be changed.

But yes, you could easily give them a site which gives them extra resources in the cap, or add the extra resources to an existing site.
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  #4  
Old January 17th, 2010, 05:40 PM

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Default Re: Conceptual Balance Mod 1.6

Huh? You can change the stats of weapons like the wraith sword no problem via current weapon mod commands.

It can certainly be given 16 base damage. The code would look like this:

#selectweapon 110
#dmg 16
#end

You can't give it better berserk or fire res or anything like that because those are item effects - I guess that's what rdonj was referring to. Essentially items (forged stuff) may grant weapons and armour (things that appear under the stats on the unit info screen) which have the same name as the item, but they are NOT THE SAME THING.
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  #5  
Old January 17th, 2010, 06:15 PM

rdonj rdonj is offline
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Default Re: Conceptual Balance Mod 1.6

Actually I was just wrong, so thanks for straightening me out.

In other news I have finally figured out how to create new forgeable magical items, although it seems a bit buggy. I couldn't get multiple attacks to work while having a #secondaryeffect or #secondaryeffectalways.
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  #6  
Old January 17th, 2010, 06:39 PM
Mardagg Mardagg is offline
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Default Re: Conceptual Balance Mod 1.6

ok,i am glad that the stats of the magic items can be changed.

I think a lot of items are just off or way-off stat wise, some for thematic reasons,some for balancing.
Instead of changing the gem cost it often might be better to slightly alter the stats instead.
Lets take the brands for example,they are meant to be massable,i.e not very expensive.
Probably better therefore to just lower the damage output for both while keeping the price.That would make them still a great choice vs chaff but they would be considerable weaker vs thugs/SC`s.

what about the following list : ( )=old value
...................Att....Def..Dmg...type

Fire Brand:....4(4) 1(1) 6(12) AP,area effect
Frost Brand:..2(4) 4(2) 12(16) area effect
Wraith Sword:5(2) 6(3) 18(9) Partial Life drain
Hell Sword:...7(3) 0(0) 16(9) Partial LD

If possible to mod,maybe change Damage type from Hell sword to AP instead and make it like 10-12 damage.The berserk effect grants indirect more damage anyways.

With that list,i would keep all prices the same except for the wraith sword which probably should cost 15-20 Death gems.

What do you think?

Last edited by Mardagg; January 17th, 2010 at 07:02 PM..
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  #7  
Old January 17th, 2010, 06:43 PM
Mardagg Mardagg is offline
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Default Re: Conceptual Balance Mod 1.6

bah,how can i remove the automatic formatting?
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  #8  
Old January 17th, 2010, 07:09 PM

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Default Re: Conceptual Balance Mod 1.6

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Originally Posted by rdonj View Post
I couldn't get multiple attacks to work while having a #secondaryeffect or #secondaryeffectalways.
That's weapon modding not item modding!

Mardagg: I suggest you read through the mod manual to find out what is and isn't possible. It will help inform suggestions.
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  #9  
Old January 17th, 2010, 07:33 PM
Mardagg Mardagg is offline
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Default Re: Conceptual Balance Mod 1.6

I just took a quick peak at the modding manual and i think i might understand it slightly better now.
So you cant change those values of existing magic items,just weapons.

You got me confused,since i was referring to the magic item wraith sword and you were telling me,the damage output can be changed..for weapons.Which at that time i wasnt aware of the difference.
So basically,for my changes to work you could either create new weapons and assign these via #weapon to the corresponding item,or you could alter the existing weapon.Didnt know before that such a manual exists.Good stuff.

Last edited by Mardagg; January 17th, 2010 at 07:48 PM..
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  #10  
Old January 18th, 2010, 10:08 AM

Sombre Sombre is offline
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Default Re: Conceptual Balance Mod 1.6

You are correct sir!

Bravo for taking up the invitation to check the manual out. I think you might be the first person I've suggested that to who actually bothered, rather than continuing to make suggestions without a sense of what was possible.
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