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-   -   Conceptual Balance Mod 1.41 (http://forum.shrapnelgames.com/showthread.php?t=42022)

Zeldor April 10th, 2009 08:21 AM

Re: Conceptual Balance Mod 1.41
 
Black Death is level 7. Domes are level 5. So reasonable player in competitive MP game won't leave his capital undomed. The really bad thing is that some nations cannot put good domes up. Only A/S ones are really good at stopping spells. Well, to be honest, only air one is good, and it needs A4, which is extremely hard to get for many nations.

Trumanator April 10th, 2009 02:17 PM

Re: Conceptual Balance Mod 1.41
 
Can you stack domes? As in have both a forest dome and fire dome for example.

Gregstrom April 10th, 2009 06:46 PM

Re: Conceptual Balance Mod 1.41
 
You certainly can. You can have multiple domes of the same type, even.

Jazzepi April 10th, 2009 11:15 PM

Re: Conceptual Balance Mod 1.41
 
Quote:

Originally Posted by Gregstrom (Post 685113)
You certainly can. You can have multiple domes of the same type, even.

I know that this used to work (IE multiple domes of the same type would be effective) now I believe that multiple domes of the same type are no more effective than a singleton.

I'm not sure, though.

Jazzepi

Zeldor April 11th, 2009 10:56 AM

Re: Conceptual Balance Mod 1.41
 
I've heard that they are as effective as earlier, but passing 1 air dome and getting stopped by 2nd is enough to break one. Didn't test it seriously though.

And it looks like QM got convinced to increase cost of Black Death :P

Atreidi April 12th, 2009 01:08 PM

Re: Conceptual Balance Mod 1.41
 
I'll just put it out there:

What is the Conceptual Balance Mod? What does it do?

Could you post this in the Original Post,
Or in a word file in the zip?

Thanks.

llamabeast April 12th, 2009 02:06 PM

Re: Conceptual Balance Mod 1.41
 
I do believe there is some documentation in the zip which sets out to answer that question.

Jazzepi April 12th, 2009 06:37 PM

Re: Conceptual Balance Mod 1.41
 
Quote:

Originally Posted by Atreidi (Post 685433)
I'll just put it out there:

What is the Conceptual Balance Mod? What does it do?

Could you post this in the Original Post,
Or in a word file in the zip?

Thanks.

It's a general mod that, for the most part, simply makes spells/creatures/items more effective/cheaper/easier to cast so that there are more options for a given nation. It does nerf a few things (like fire arrows) by making them more expensive/harder to cast, but in general it just opens up new options.

Jazzepi

fungalreason April 13th, 2009 05:20 PM

Re: Conceptual Balance Mod 1.41
 
Regarding the blood summons issue: Perhaps the best thing to do is not decrease the cost, but address the mage-time issue instead?

Maybe try changing it to summon ~3 (or whatever number is deemed appropriate) at cost that's higher per unit than the mass summons. That way it's feasible to build up a moderate number of them early game without destroying your research capabilities?

Late game people with blood mages of the appropriate paths for the mass summons would still get benefit out of them. Although I think those could probably be cheaper and/or summon more units than they do currently, given the difficulty in obtaining those paths.

Stavis_L April 15th, 2009 02:08 PM

Re: Conceptual Balance Mod 1.41
 
A few things I noticed while looking through:

1) Green dragon is in twice, once lines 170-176 (with stealthy), one in "monsters" lines 251-259 (no stealthy)
2) Armor for lord of war is commented (line 554). Purposeful?
3) 3228 --> mackaka ==> machaka (this typo is actually throughout the entire section on this nation)
4) Ulm hero "the locksmith" - desc speaks of great age. Might want to reflect in stat block.
5) line 7044 - "MR" --> "mr"
6) 7106, maverni "Champion of the Horn" hero seems to be added as a pretender; is this right?
7) 7715-7720 - the creature 2829 created here is not used. Perhaps it should be another multihero for early Oceania?
8) 8061-8074 - The red tengu is not added as a hero/multihero; should the mods here be in the hero section, or somewhere else?


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