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Re: Nations under CBM 1.6
As was hinted at above it seems really odd to me that the spiders (black and brown) have different bite damage depending on whether they have riders or not. That makes no sense. It's the same spider, it should be the same bite.
It won't make a big difference in terms of balance, but the riderless spiders getting the higher damage would be nice. |
Re: Nations under CBM 1.6
Also on the MA Ulm issue, even making that 10% F/S/A random on master smiths a 100% one would be a good asset, compared to what they get now. In addition to reducing the cost/requirements of Iron angels.
I know that QM is reluctant to add new content, such as spells, so reducing enc of the ulm blacksteel armors by 1 or 2 would create the same effect. Though that would make the ulmish full chains useless, so they would require some looking into also. |
Re: Nations under CBM 1.6
Could reduce enc on the blacksteels but increase resource cost even more. That would make the units distinct.
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Re: Nations under CBM 1.6
How fares MA Man in CBM 1.6?- In vanilla it is weak, has that improved?
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Re: Nations under CBM 1.6
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Re: Nations under CBM 1.6
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It's hard to tell if they're still weak, though. |
Re: Nations under CBM 1.6
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Re: Nations under CBM 1.6
Its debatable that CBM actually weakens Man a little, since it moved Flaming Arrows to ench 5.
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Re: Nations under CBM 1.6
That's strange. I fired up a test game with MA Man under CBM 1.6 and didn't see wardens at all. Were they removed from the capital?
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Re: Nations under CBM 1.6
You must have had a mod conflict (or anything...) because I could swear (almost :) ) I've seen them as recruit anywhere troops.
I'm perfectly sure you can't have a troop recruitable everywhere but not in the capital ! |
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