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-   -   Conceptual Balance Mod v1.92 (http://forum.shrapnelgames.com/showthread.php?t=47741)

DeadlyShoe October 11th, 2011 05:52 AM

Re: Conceptual Balance Mod v1.92
 
Quote:

They are undead, you can just reattach an arm or something. If you have the magic to raise the dead from the ground, you can surely do that.
you can do this with magic beings that 'never heal'; they are considered repairable constructs. Unlife is different, healing just something the spells that grant unlife cannot do. Especially since healing ingame is kind of mystical medicine that wouldn't work on undead anyway.

I like to think of it as an aspect of the inability of death to create life, only to create a hollow mockery of it.

Note that undead are not created equal, undeath is not the same as lifelessness, never-heal or mindless.

Question October 11th, 2011 08:11 AM

Re: Conceptual Balance Mod v1.92
 
Quote:

Originally Posted by Soyweiser (Post 785634)
Erinyes are special, they cannot be banished or charmed.

But the battle ends in your favor if they get charmed (although it only works temporarily).

earcaraxe October 11th, 2011 08:58 AM

Re: Conceptual Balance Mod v1.92
 
Quote:

Originally Posted by Question (Post 785729)
Quote:

Originally Posted by Soyweiser (Post 785634)
Erinyes are special, they cannot be banished or charmed.

But the battle ends in your favor if they get charmed (although it only works temporarily).

so what?

13lackGu4rd October 13th, 2011 11:07 AM

Re: Conceptual Balance Mod v1.92
 
hey guys, I'm back from a long slumber from Dom3. anyway, I see that CBM has evolved quite a bit into this new version, haven't actually played much with CBM 1.71 or whatever it was, just 1.6, so there's a lot to take in. anyway, tried out EA Caelum in single player, just to test some things, and I noticed that the Eagle Kings have no magic paths at all and cost 10 gold 20 something resources. I tried it on 2 seperate maps to rule out some weird map issue. so I have no idea whether it's something weird with my game or whether it's a bug in the mod itself. also, if anyone else raised this issue already than I'm sorry, can't really be bothered reading through 10 full pages of comments here, too many other things to catch back up on.

PriestyMan October 13th, 2011 12:31 PM

Re: Conceptual Balance Mod v1.92
 
you have a mod conflict.

13lackGu4rd October 13th, 2011 08:51 PM

Re: Conceptual Balance Mod v1.92
 
how can I have a mod conflict when it's the only mod I have? I deleted all of my older mods(including all older CBM versions and nation mods I had).

Soyweiser October 14th, 2011 08:31 AM

Re: Conceptual Balance Mod v1.92
 
Did you install the latest patch? That changed a lot of mod commands

Executor October 15th, 2011 06:34 PM

Re: Conceptual Balance Mod v1.92
 
I'm sure this was already reported but just in case;
There's a site that enables recruitment of Wild Ettins, Metropolitus Nautilus.

DeadlyShoe October 16th, 2011 09:30 PM

Re: Conceptual Balance Mod v1.92
 
I feel jomon's units are a bit high powered for their cost right now, the HP thing helped bring their crazy weapons into line...

maybe im just bitty because im playing c'tis

rdonj October 18th, 2011 04:10 PM

Re: Conceptual Balance Mod v1.92
 
Jomon is reasonably good at killing infantry, yes. But anything with any sort of ranged weapon will slaughter them. Unfortunately that's not really c'tis forte, but standard c'tis skellyspam + poison tactics should work just fine against samurai, so they really shouldn't be a problem. Plus falchioneers should be able to put a decent level of hurt on the samurai, and the light infantry should be a relatively efficient buy for fighting samurai. If you're buying desert rangers and tomb guards then yes, your military is going to feel feeble against the samurai. Jomon's infantry are really quite vulnerable though, relying on their higher than standard defense and medium armor to keep them safe. You should have no trouble killing them.


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