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Zitro 'Balspeed' / 'one' / 'mod of mod' Removed

New version is up: starting 'uncommons' was removed for now - too strong of an advantage!
It is also impossible to select 11-book. Given superiority of advanced spells and summons, it's a massive advantage!

Nomad's superior Priests coming later: it can be a benefit or a disadvantage. 'Healer' is a scarce and very useful ability in this game and having an extremely tough and pretty mobile 'healer' can help with some armies, and their +2 to resist can be very useful in some other situations. Just because you get griffins doesn't mean you wouldn't have priests joining storm giants, etc.

Edit: Parthenon can be built without oracle. It should be more balanced now.

Fixed documentation about banks.

As for implementing 'Caster of Magic' updates to mine, it'd be too hard to implement. At most, all I could do is start from a well-polished 'Caster' version and deviate from it.

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I've compromised and decreased the quadruple node bonuses (from nature/sorcery/chaos masteries) to triple bonuses. In order to balance out benefit, cost and research bonuses brought back to a weak 8% (dispel bonus still gone)

Quote: It just seems really unbalanced and dependent on luck more than anything. Also it ruins the early game choices a bit as the rush to secure these nodes overrides everything else.
The change to 4x for the book masteries whilst removing the other benefits is the only big change that I'm not very keen on.

I made some other relatively major changes, such as a less accessible way to automatically earn experience with newly recruited troops (fighter's guild cheaper but with no exp bonus, war college more expensive and requiring university). You might find yourself recruiting paladins at 0xp



*** Please note this mod may not change much since April 2016 ... less motivation due to 'Caster of Magic 2.0' which plays much better than this.

I have privately modded a few things in Caster of Magic and enjoying it immensely. It plays amazing (for me) with a few general tweaks.

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(November 6th, 2015, 20:01)zitro1987 Wrote: I've compromised and decreased the quadruple node bonuses (from nature/sorcery/chaos masteries) to triple bonuses. In order to balance out benefit, cost and research bonuses brought back to a weak 8% (dispel bonus still gone)

Quote: It just seems really unbalanced and dependent on luck more than anything. Also it ruins the early game choices a bit as the rush to secure these nodes overrides everything else.
The change to 4x for the book masteries whilst removing the other benefits is the only big change that I'm not very keen on.

I made some other relatively major changes, such as a less accessible way to automatically earn experience with newly recruited troops (fighter's guild cheaper but with no exp bonus, war college more expensive and requiring university). You might find yourself recruiting paladins at 0xp



*** Please note this mod may not change much since April 2016 ... less motivation due to 'Caster of Magic 2.0' which plays much better than this.

I have privately modded a few things in Caster of Magic and enjoying it immensely. It plays amazing (for me) with a few general tweaks.
Zitro, great work, as always. A couple questions:

1. As you say you've taken Aureus2.0 + insecticide as your base, has someone already updated Aureus2.0 into 1.40n patch? I recall there were issues with doing this. (And I'd like to know before I manually do it all over again! ha!)

2. The spell "Zombies" is an interesting one. I find it incredibly helpful to Death magic players, who are at a massive disadvantage (other than an 11 book strategy), and one of my favored aspects of Aureus2.0. As to the AI, could one clarify what you mean  by "over summoning"? In my view the AI summoning lots of Zombies is likely a desired feature, making Impossible more difficult to beat, simply because Zombies are extremely tough in the early to mid game.
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Hello,

I highly recommend trying the 'Caster of Magic', the reason why I abandoned this mod (which frankly, had some major balance issues anyways on a spell cost perspective, thus being inferior on a balancing perspective to 'Caster of Magic').

From there, I made some re-balancing and changes for my own personal enjoyment, mostly associated with the main themes of this [abandoned] mod, but a few 'numbers/stat' minor changes here and there. I can provide the 'mod of the mod' if you're interested.

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Thanks! Good stuff. I'll likely update Aureus - I prefer the look and feel of the original game, and will offer (at some point) that version of the game with either the updated 1.40n or 1.5 patch, or some combination.
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