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-   -   Mod: CBM 1.7 released (http://forum.shrapnelgames.com/showthread.php?t=46568)

Stavis_L November 17th, 2010 09:47 AM

Re: CBM 1.7 released
 
Quote:

Originally Posted by Calahan (Post 763235)
..giving each nation X starting commanders (who are immobile and die on turn 2) each equipped with whatever item you are limiting. With X being the number you want. And making the item unique (or Const 12) so they can't be re-forged.

My limited modding knowledge means I'm not sure if this has to be modded via map commands though, which might prevent it being an actual mod. (although nations starting commanders can be changed using a mod, so maybe commanders can be added as well, unless there is a hard limit of two)

1) Yes, this would need to be done via map commands vs. mod commands, because
2) Yes, you are hard limited to 2 commanders at the start (i.e. the starting commander + the starting scout.)

(I realize the discussion progressed past this point, but in case anyone was interested.)

Stavis_L November 17th, 2010 09:53 AM

Re: CBM 1.7 released
 
Quote:

Originally Posted by llamabeast (Post 763249)
It's possible to add new spells that summon a particular unique unit. It's not possible to add new spells that summon one of a set (e.g. a version of Tartarian Gate, or the Ashdod unique summons). If you want one of a set then you have to overwrite another set like Calahan says.

For reference, I believe the options for multi-unique summon spells are:

1) The various elemental royalty summons
2) The demon princes (ice, fire, heliophagi, demon lords)
3) The treelords
4) The Lords of Civilization/Grigori (Hinnom)
5) The Spentas (Caelum)
6) The Tlaloques (Mictlan)

Calahan November 17th, 2010 09:53 AM

Re: CBM 1.7 released
 
Quote:

Originally Posted by llamabeast (Post 763249)
It's possible to add new spells that summon a particular unique unit. It's not possible to add new spells that summon one of a set (e.g. a version of Tartarian Gate, or the Ashdod unique summons). If you want one of a set then you have to overwrite another set like Calahan says.

Many thanks for clearing that up llama. So it would be possible (spell limits allowing) to give each nation 8 (for example) seperate unique summon spells (that generate gems for the purpose of this debate). Interesting idea. I have no idea yet on the merits of this, but as an idea it's good to know it is an actual option.

--------------------

Quote:

Originally Posted by Stavis_L (Post 763253)
Quote:

Originally Posted by Calahan (Post 763235)
..giving each nation X starting commanders (who are immobile and die on turn 2) each equipped with whatever item you are limiting. With X being the number you want. And making the item unique (or Const 12) so they can't be re-forged.

My limited modding knowledge means I'm not sure if this has to be modded via map commands though, which might prevent it being an actual mod. (although nations starting commanders can be changed using a mod, so maybe commanders can be added as well, unless there is a hard limit of two)

1) Yes, this would need to be done via map commands vs. mod commands, because
2) Yes, you are hard limited to 2 commanders at the start (i.e. the starting commander + the starting scout.)

(I realize the discussion progressed past this point, but in case anyone was interested.)

Thanks Stavis. I suspected nations were hard coded to 2 commanders :(

Redeyes November 17th, 2010 10:21 AM

Re: CBM 1.7 released
 
Quote:

Originally Posted by Stavis_L (Post 763254)
Quote:

Originally Posted by llamabeast (Post 763249)
It's possible to add new spells that summon a particular unique unit. It's not possible to add new spells that summon one of a set (e.g. a version of Tartarian Gate, or the Ashdod unique summons). If you want one of a set then you have to overwrite another set like Calahan says.

For reference, I believe the options for multi-unique summon spells are:

1) The various elemental royalty summons
2) The demon princes (ice, fire, heliophagi, demon lords)
3) The treelords
4) The Lords of Civilization/Grigori (Hinnom)
5) The Spentas (Caelum)
6) The Tlaloques (Mictlan)

There's also the Jinn, Percival the Pocket Knight, Carcator and Holger the Head, but those are all from items, are singular summons (like Illheart and Banefire), and all but the Jinn are combat summons. Some of the combat summons might be unique because they come from artifacts, I don't really know; do they accrue experience?

Blood slaves are used if they are close to the caster, aren't they? If the combat summons can be used to introduce extra blood slaves they could be interesting as a means to ensure a constant supply of blood slaves in combat.

NooBliss November 17th, 2010 10:47 AM

Re: CBM 1.7 released
 
Quote:

Originally Posted by WraithLord (Post 763243)
Quote:

Originally Posted by Dimaz (Post 763239)
IMO the whole point of hammers and SDRs is investment, so the idea of adding them at the start sounds really strange to me. In fact, I certainly prefer removing them completely than adding them at the start, as it will only make you scratch your head trying to utilize them most so rushing const will be even more top-priority than with vanilla hammers. Again, as i said, in fact I see no problem with vanilla DH at all, other than few individuals trying to promote their playstyle for everyone else. SDRs are a bit too cheap for what they do OTOH.

Dimaz, I just caught myself after posting with the exact same thought. However, if I were to choose between infinite hammers and no hammers I'm no leaning towards no hammers.
Imagine for a 2nd that there were items giving conjuration/enchant bonus. Then what, everyone would be forced to forge them. So if everyone forges them then it's the same as if no one forges them but with less MM.
Nations that suffer greatly from no hammers need to be addressed by CBM.
I think I have come a full circle and now am more open to accept the unique hammer change.

It's not that easy in my opinion. Infinite hammers mean that you can invest some time and thought to improve your forging and get more magic items. No hammers means that you get no such opportunity, thus you have less items.
Thus, nations with blood and/or stronger troops (usually countered by equipping thugs) get stronger while nations such as Eriu get even weaker.

P.S.
Make LA Rlyeh freespawn truly free? Why not make LA Ermor freespawn generate gold as well? :)

Squirrelloid November 17th, 2010 11:35 AM

Re: CBM 1.7 released
 
Regarding Ulm:
I think the 'boosts' Ulm got almost entirely miss the point.

Ok, the armor rebalancing is probably a good thing. Although Ulm's infantry still has a serious problem - their base stats are straight 10s. For a professional military, I'd expect *some* infantry soldiers with better than basic stats. EA Ulm has them, why doesn't MA Ulm? I'm not convinced the armor rebalancing does enough for Ulm's troops, since they were actively bad before, and now they might just not lose to tall grass, but i still have to couch that cautiously. Don't be fooled into thinking the armor changes make Ulm's infantry actually good.

Iron Angels should not be Ulm's focus, its troops should be. And with thugs nerfed pretty hard by the loss of hammers, i'm not convinced making them easier to acquire helps them all that much. But then, its been so long since i've actually seen one, I can't remember what they do.

Finally, FotA available at level 0 is laughable. On the one hand, there's little worth forging without construction research anyway. Otoh, casting FotA take a lot of E gems - gems they can't afford to spend very early anyway (or even if they do, then what gems are they going to forge with?). And since I expect Ulm will roll over and die pretty easily even with the armor buff, its just another reason to kill them early. (Not that a second capital is ever a bad reason to kill someone).

Regarding SDRs:
SDRs are a gem gen. They needed to go. The heims probably need to be looked at following their removal to help their chronic blood hunting problem, but no one else should be overly affected in an adverse manner. All the other real blood powers either have cheap(ish) B1 hunters, or B2+ hunters readily available.

Regarding Hammers:
I think this is a change that hasn't been thought through very carefully, and many nations need adjustments, potentially dramatic adjustments, to account for the change. Eriu went from bad to unplayable. TNN and the heims are also in pretty bad shape. The real winners? Nations like Mictlan who didn't really have a good way to get hammers before (because they took a non-E bless chassis and had no E national mages). Mictlan, of course, had no need of a buff, stealth or otherwise. (And no, loss of SDRs doesn't really harm Mictlan very much).

Soyweiser November 17th, 2010 11:54 AM

Re: CBM 1.7 released
 
Quote:

Originally Posted by Squirrelloid (Post 763260)
All the other real blood powers either have cheap(ish) B1 hunters, or B2+ hunters readily available.

Without SDR's a B1 blood hunter only has a (unconfirmed) 50% chance of successfully hunting slaves. Way to low chance.

With a SDR this raises to 90%. (Yeah, the percentages are influenced by the game settings).

Removal of the SDR just makes it very hard to blood hunt with B1 hunters. So these b1 mages are now useless.

Executor November 17th, 2010 01:01 PM

Re: CBM 1.7 released
 
Quote:

Originally Posted by Soyweiser (Post 763263)
Quote:

Originally Posted by Squirrelloid (Post 763260)
All the other real blood powers either have cheap(ish) B1 hunters, or B2+ hunters readily available.

Without SDR's a B1 blood hunter only has a (unconfirmed) 50% chance of successfully hunting slaves. Way to low chance.

With a SDR this raises to 90%. (Yeah, the percentages are influenced by the game settings).

Removal of the SDR just makes it very hard to blood hunt with B1 hunters. So these b1 mages are now useless.

Exactly what I stated a few days back, it will just make certain blood nations much more powerful eg. Jotun, Marg... while nations like Van get royally screwed.

Redeyes November 17th, 2010 02:29 PM

Re: CBM 1.7 released
 
Quote:

Originally Posted by Squirrelloid (Post 763260)
Regarding SDRs:
SDRs are a gem gen. They needed to go. The heims probably need to be looked at following their removal to help their chronic blood hunting problem, but no one else should be overly affected in an adverse manner. All the other real blood powers either have cheap(ish) B1 hunters, or B2+ hunters readily available.

Well, if you want to give the Heims (or anyone else) more blood slaves, would it work to give their commanders a retinue of blood slaves (unit 326) to help them in combat?

Valerius November 17th, 2010 04:07 PM

Re: CBM 1.7 released
 
Squirrelloid's balance mod also removed SDRs and Jack_Trowell suggested giving Vanjarls/Vanadrotts a dousing bonus. I think this is an excellent solution. They get the bonus without having to spend 3 blood slaves (or 5 without a hammer) and a mage turn to forge an SDR but the restricting factor with Van's blood hunting is that you have to pay 280 gold for the mage so I don't think giving them a dousing bonus really changes game balance.


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