.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Scenarios, Maps and Mods (http://forum.shrapnelgames.com/forumdisplay.php?f=146)
-   -   Mod: Conceptual Balance Mod 1.6 (http://forum.shrapnelgames.com/showthread.php?t=43949)

WraithLord May 8th, 2010 07:40 AM

Re: Conceptual Balance Mod 1.6
 
How about adding any/all of the mods below:

- Underwater Gameplay Improvement Mod v 0.92
I didn't try it but the from the description the changes look good balance wise.

- Community sprites.
- Streamers and Standards
Just GFX, but oh so cool :)

- End game diversity.
No more tart only end game.

1.7 can be distributed as base CBM 1.7 (CBM only) and enhanced CBM combined with all the above mods.

Such a release of 1.7 would be, well, awesome :D
And yes, it's possible to mix and match mods manually but it's:
a- repetitive, annoying
b- not fail proof (conflicts)
c- You never know whether the mods you combine are supposed to work together (thematically)

There are already a few combo mods around. I like them all but most are focused on nations, not on enhancing vanilla game.
I think llamabeast mentioned a possible combo with his diversity mod but I've no idea where this stands.
CBM++ is something I'd really love to see.

Edit: :doh:, I had a vague recollection of mentioning this in another thread. Turns out to be this thread. Sorry for the repeat.

Caneda May 8th, 2010 12:02 PM

Re: Conceptual Balance Mod 1.6
 
If i install the CBM and i click on New Game.The game give me this error : Nagot gick fel!Bad #selectarmor command.

Anyone can help me please?i am new of the game ,thx :)

Squirrelloid May 8th, 2010 12:09 PM

Re: Conceptual Balance Mod 1.6
 
Why do people insist on bundling Streamers and Standards with things? If *you* want it to be bundled with CBM, add it yourself. Let those of us who don't think its an improvement not need to use it. Its purely graphical, so you can add it to another mod used in a game with no issues. But having to search through a gigantic mod like CBM to delete its content is a rather aggravating thing to force others to do.

Basically, its easier for those people who want to use streamers and standards to add it to a mod that's being used than for others to have to delete its contents from random mod compilations.

Joelz May 8th, 2010 12:25 PM

Re: Conceptual Balance Mod 1.6
 
Quote:

Originally Posted by Caneda (Post 744954)
If i install the CBM and i click on New Game.The game give me this error : Nagot gick fel!Bad #selectarmor command.

Anyone can help me please?i am new of the game ,thx :)

Are you using any other mods than CBM at the same time? If you are they likely conflict with each other. You can either disable one of the mods or try activating them in a different order.
I had a similar problem a while back when I was playing warhammer mods.
You could also take the long way and try one of the combine scripts. I've seen it around here somewhere.

Of course this is just what I think might be the cause, so don't count on it too much :)

Caneda May 8th, 2010 12:41 PM

Re: Conceptual Balance Mod 1.6
 
mhmhm no this is the only mod that i use :(

Joelz May 8th, 2010 12:58 PM

Re: Conceptual Balance Mod 1.6
 
Hmm... I'm afraid my knowledge is very limited when it comes to mods. If you've got the latest Dominions 3 patch and it still does that, I'm afraid I'm not much of a use here.
Just wait and some veteran will surely step in and help you ;)

rdonj May 8th, 2010 01:17 PM

Re: Conceptual Balance Mod 1.6
 
If CBM 1.6 is the only mod you have, perhaps your game version is out of date. Have you downloaded the latest patch? There's a link that'll get you there on the news bar to the left.

Caneda May 8th, 2010 01:40 PM

Re: Conceptual Balance Mod 1.6
 
solved...thank you all :D

Caneda May 10th, 2010 03:03 PM

Re: Conceptual Balance Mod 1.6
 
Edit sorry :D

legowarrior May 21st, 2010 11:02 AM

Re: Conceptual Balance Mod 1.6
 
I'd like to see some starker differences between Sohei and Yamabushi. Perhaps to emphasis the defensive aspect of the Sohei, they could have heavy Samurai Armor, and maybe No-Daishi instead of a normal Katana. I believe those weapons were considered easier to manufacture because the design was less ornate in general then that of the Katana.

Did the Sohei or the Yamabushi have a sort of grandmaster or leadertype, because that would be a cool leader unit to add to the game.
Both have 1 Holy, but Sohei would have 1 air, while Yamabushi had 100% at 1 Fire/1 Nature/1 Earth.

Why do the Jomon get one Fire a turn? Wouldn't make more sense to get one Water a turn, since they are a sea bound culture?


Two other changes that would be cool. The inclusion of Ronin units. You get them all the time when you have High Turmoil and High Luck. They have leather armor, so low resource cost. A Ronin is simple a masterless Samurai... Well, the pretender god would make a worthy cause to join for them.

And longbows on Cavalry. Samurai were archers first and for most.

Finally, Japan was a sea bound culture. Look how Age of Empires Portrays them (what a source.) Let's have more water themed pretenders. And an Emperor. If T'ien Ch'i can have a jade emperor, then so can the Jomon.

kianduatha May 23rd, 2010 11:46 PM

Re: Conceptual Balance Mod 1.6
 
Hrm, minor bug report(which explains a lot of why I've been having such high upkeep in a MP game)...

-Ninja
#selectmonster 1256
#gcost 40
#end

-Kannushi
#selectmonster 1256
#gcost 60
#end

The idnumbers are wrong, they should be 1257 and 1258 respectively. As things stand the mod is instead making Shura have a goldcost of 60...a quite unfortunate thing to realize when you have a few dozen of them. Ugh.

Valerius May 24th, 2010 01:24 AM

Re: Conceptual Balance Mod 1.6
 
Ok, it's possible someone already mentioned this in the many pages of this thread, but pyg recently posted a list of spells courtesy of lch. Using the spell numbers in this list solves the problem qm mentions in the first post about pack of wolves, ambush of tigers, etc not being accessible with mod commands. I don't know if anyone ever wanted to summon them at base prices but the cbm changes make them somewhat more appealing...

Squirrelloid May 24th, 2010 07:03 AM

Re: Conceptual Balance Mod 1.6
 
Quote:

Originally Posted by legowarrior (Post 746227)
I'd like to see some starker differences between Sohei and Yamabushi. Perhaps to emphasis the defensive aspect of the Sohei, they could have heavy Samurai Armor, and maybe No-Daishi instead of a normal Katana. I believe those weapons were considered easier to manufacture because the design was less ornate in general then that of the Katana.

You realize this would *decrease* the difference between yamabushi and sohei? There are two big differences at present: Yamabushi have a higher internal attack stat, and the weapon (katana vs. glaive). That's a 4 point damage difference, most notably. Making the katana a no-dashi reduces it to a 2 point damage difference.

You want to really differentiate them? Make sohei recruit anywhere. There's really no reason they shouldn't be, and its not like they're good enough sacreds to make a bless build that desirable. (Yamabushi are so much better than Sohei at present - its all about the glaive).

Graeme Dice May 24th, 2010 01:07 PM

Re: Conceptual Balance Mod 1.6
 
And since Sohei were (basically) sacred warriors attached to a temple rather than a location, it even makes some sense.

legowarrior May 24th, 2010 01:18 PM

Re: Conceptual Balance Mod 1.6
 
I was actually pointing out using Heavy Samurai Army instead of Normal Samurai Armor for the Sohei. The No-Daishi is just a cooler weapon, but the use of Heavy Samurai Armor would further emphasis the more defensive nature of the Sohei over the Yamabushi.

I agree that the Sohei should be made to 'recruit anywhere', if wikipedia is to be believed. I think that the Yamabushi http://en.wikipedia.org/wiki/Yamabushi should get some supernatural powers. Mountain Survival would fit with them.
Anyway, there are a lost of different ways that the Jomon could be altered.

kianduatha May 24th, 2010 03:50 PM

Re: Conceptual Balance Mod 1.6
 
Yamabushi already have supernatural powers--their high MR.

Maaybe making Sohei recruit-anywhere, giving them Heavy Samurai Armor, and making them MM1 would do something, but that seems like a drastic set of changes. Anything less than that would make them the new Aka-Oni Samurai, which doesn't really fix anything.

Makinus May 24th, 2010 07:40 PM

Re: Conceptual Balance Mod 1.6
 
Just making the Sohei recruit-anywhere would be enough to make them more interesting...

Festin May 26th, 2010 05:41 AM

Re: Conceptual Balance Mod 1.6
 
It would make them more interesting, but make Jomon overall more boring IMO. I hope this change will never be made.

legowarrior May 26th, 2010 12:06 PM

Re: Conceptual Balance Mod 1.6
 
One change I'd like to replace would be to replace the Fire Gem they get in the beginning with a water gem. It fits better thematically.

Squirrelloid May 26th, 2010 03:15 PM

Re: Conceptual Balance Mod 1.6
 
Quote:

Originally Posted by Festin (Post 746714)
It would make them more interesting, but make Jomon overall more boring IMO. I hope this change will never be made.

I'm not sure what you mean. Its not like the sohei is so good that everyone would start playing a bless. It would just make playing a blessing an interesting and viable choice (something it really isn't right now).

legowarrior May 26th, 2010 04:10 PM

Re: Conceptual Balance Mod 1.6
 
What kind of options do the Jomon have at present?

Squirrelloid May 27th, 2010 06:42 AM

Re: Conceptual Balance Mod 1.6
 
Quote:

Originally Posted by legowarrior (Post 746767)
What kind of options do the Jomon have at present?

Off the top of my head:
Yamabushi and Sohei, both cap only. Yamabushi is the only one of the two worth using at present, and they're worth using even without a bless.

Some sacred commanders in the conjuration tree. Can thug ok, but they require earth or astral gems, which are the gem types you also want to be using frequently for other things, and then they need gear.

rdonj May 27th, 2010 08:34 AM

Re: Conceptual Balance Mod 1.6
 
All of the tengu are also sacred. And oni generals and dai oni. Possibly some of their other summons as well.

Festin May 27th, 2010 09:55 AM

Re: Conceptual Balance Mod 1.6
 
Quote:

I'm not sure what you mean. Its not like the sohei is so good that everyone would start playing a bless. It would just make playing a blessing an interesting and viable choice (something it really isn't right now).
Well, somebody on this forum recently made a good point when he compared playing Jomon with using a Swiss knife to fight a man with a hammer. In my opinion, making Sohei non-cap only basically equals adding another tool to the Swiss knife. Yes, it would be possible to play Jomon as bless nation, but Jomon already has lots of different options - what it need is not more options, but making some of these options good, and/or making them fit together.

For example, what kind of bless would you pick for Sohei? Is it the same bless that would be optimal for their thugs? I don't really think so. Thugs need E and N, sacred units usually need something else. Plus, Jomon already has excellent shock infantry - this is the niche that sacreds usually fill. So, IMO Sohei will either 1)replace Aka-Oni samurai, further restricting the pretender design options and adding little to available tactics or 2)turn out inferior to aka-oni, making change meaningless.

I like several things about Jomon, like their thugs, their samurai infantry, their underwater units, etc, and I would really like to see these get some boost instead.

kianduatha May 27th, 2010 12:45 PM

Re: Conceptual Balance Mod 1.6
 
That was very nicely put, Festin.

How would you like to se Ryuujin/their thugs in general be changed to be more useful? My almost default is to give them some priest levels because of their flavor text, but what are your thoughts?

Festin May 27th, 2010 01:36 PM

Re: Conceptual Balance Mod 1.6
 
Well, I'm all for Ryujin getting a priest level (while I must admit that I never used them in MP myself, because I never managed to actually enter the sea). At least, it will give a player some additional reason to invest in an Earth bless, which is badly needed by several thugs. Too bad that E and N are two paths nicely covered by Jomon's mages.

Now, regarding the summons:
Kappa: raise the price (but not the research level), and make the Kappa Chief come with some Kappa troops. Wow, we can actually use them to enter water now.

Ujigami/Kenzoku: these are very nice as they are, so they hardly need a real boost. Their real problem is fatigue, caused by the horribly, unrealistically heavy samurai armor, which has long been in need of some weight reduction, by the way. If Jomon's mages were sacred it would not be such a problem (because an E bless would be an obvious choice), but they are not sacred and will never be, because it is not thematic. Also, Kenzoku could use a priest level like Ujigami, but it is not crucial.

Ghost General: they are almost perfect thugs, but oh well. Maybe, maybe one day we will see a death random on a Jomon mage. I want to believe.

Various tengu: never saw them summoned. Probably they could use a slight cost reduction.

Tatsu: currently useless. Increase stats and/or add H1, and/or reduce gems cost and then maybe it will become a viable choice as a flying raider.

Kitsune: eh, maybe a cost reduction? Never saw a single one of them used.
EDIT: give them Seduction, and they will become a nice and thematic unit.

Dai Oni: please make them cheaper. I am sick of Tartarians. I want to see cool national SCs like Dai Oni. Yes, I know Jomon has no way to summon them.

kianduatha May 27th, 2010 04:27 PM

Re: Conceptual Balance Mod 1.6
 
Tengu are amazingly badass...Dai Tengu have the native ability to get up to A4 in combat with Teaching Sign, and you get enough flying sacred troops with to more than justify the cost.

Amusingly enough I'm even playing a MP game with Jomon and have some Kitsune and still assumed that they had seduction. Heh.

legowarrior May 28th, 2010 11:35 AM

Re: Conceptual Balance Mod 1.6
 
I have heard suggestions that the Onmyo-ji and the Master Shugenja have linked randoms, which would make them better units in most cases. A guarantee of 2 Nature, Water, Earth, Fire or Air would make cite search easier. You would lose the chance to get 2 Earth 2 Nature Shugenja for the most part.

So propose a two part change and an increase of cost. First is that we have linked randoms, and that we increase the chance of a third non linked random from 10% to 25%. Along with this, we should increase the price of the units to 180 since they are a bit better.

Lastly, is there any point to the Shugenja? I realize they are subordinate to the Master Shugenja, but if I am limited on gold, I'd prefer to build a Monk, with it's 1 holy.

kianduatha May 28th, 2010 02:07 PM

Re: Conceptual Balance Mod 1.6
 
Making a true linked random of FAWEN is impossible given the modding commands we have (if I understand correctly, we could give elemental linked randoms but including nature puts a kink in that), first off. Second...some of those weird combinations are occasionally useful.

legowarrior May 28th, 2010 05:28 PM

Re: Conceptual Balance Mod 1.6
 
On occasion, maybe, but for the most part, linked is far more useful. It gives you a good chance at 3 Earth or 3 nature, and 2 earth 2 astral allows you to forge a lot of useful items.

rdonj May 28th, 2010 05:39 PM

Re: Conceptual Balance Mod 1.6
 
As jomon you should be building tons of onmyoji and master shugenja anyway. The only time it's really a problem is early in the game, when you are struggling to get remote site searching going because you have to rely on randoms. If you link the randoms, you will lose access to the very useful f/w combo for acid spells, rune smashers, manifest vitriols.... Not many people have access to f/w, which makes it a very nice bonus.

ologm August 25th, 2010 06:50 AM

Re: Conceptual Balance Mod 1.6
 
Would giving golem crafters construct lord be a good idea?

Redeyes August 25th, 2010 08:34 AM

Re: Conceptual Balance Mod 1.6
 
Quote:

Originally Posted by ologm (Post 755367)
Would giving golem crafters construct lord be a good idea?

It wouldn't be horrible, and Agartha needs the help. On the other hand, it infringes on Ulm's specialization something fierce what with Golem Crafters having the same paths + water..

Fantomen August 25th, 2010 08:46 AM

Re: Conceptual Balance Mod 1.6
 
You could give the a small forge bonus perhaps? Like 5 or 10. Is that possible or does it have to be 15 or more?

ologm August 25th, 2010 11:01 AM

Re: Conceptual Balance Mod 1.6
 
Quote:

Originally Posted by Redeyes (Post 755374)
Quote:

Originally Posted by ologm (Post 755367)
Would giving golem crafters construct lord be a good idea?

It wouldn't be horrible, and Agartha needs the help. On the other hand, it infringes on Ulm's specialization something fierce what with Golem Crafters having the same paths + water..

No, I mean costruct lord like their national hero has: ( http://dom3.servegame.com/wiki/Mason_of_the_Underworld ). That way they would get better at massing all golems.

Fantomen August 25th, 2010 11:25 AM

Re: Conceptual Balance Mod 1.6
 
Ah, nice idea. I had never heard of that ability before. The question is whether that is moddable or not, my guess is that it can't be modded, at least not cleanly.

Stavis_L August 25th, 2010 12:07 PM

Re: Conceptual Balance Mod 1.6
 
Quote:

Originally Posted by ologm (Post 755384)
Quote:

Originally Posted by Redeyes (Post 755374)
Quote:

Originally Posted by ologm (Post 755367)
Would giving golem crafters construct lord be a good idea?

It wouldn't be horrible, and Agartha needs the help. On the other hand, it infringes on Ulm's specialization something fierce what with Golem Crafters having the same paths + water..

No, I mean costruct lord like their national hero has: ( http://dom3.servegame.com/wiki/Mason_of_the_Underworld ). That way they would get better at massing all golems.

Actually, it doesn't apply to golems, poison golems, or crushers (at least.) It does apply to mechanical men and clockwork horrors, though. I haven't tested with the Agarthan national summons, but I would hope it does...

Fantomen August 27th, 2010 03:49 AM

Re: Conceptual Balance Mod 1.6
 
Well, since it is on one of their national heroes I think you could assume it does. But is it moddable?

Fantomen August 27th, 2010 04:01 AM

Re: Conceptual Balance Mod 1.6
 
A few other suggestions.

A minor boost to corpse man construction, better attack perhaps, and a little innate protection. As it is now they're not worth it even with lightning rods, which is a shame I think. It's a cool concept.

Lower the Caelian base enc to 3.

Give the Agarthan ancient ones long spears instead of normal ones.

Increase the MA ulm smiths random pick to 15 or 20% (if thats possible, no idea)

Valerius August 27th, 2010 04:36 AM

Re: Conceptual Balance Mod 1.6
 
Quote:

Originally Posted by Fantomen (Post 755608)
Well, since it is on one of their national heroes I think you could assume it does. But is it moddable?

As far as I can tell there's no #constructlord ability so you'd have to #copystats the hero. The problem there is you'll end up with all his specials (stealth, siege bonus, forge bonus, etc.) and you can't selectively remove them.

In any case, I ran a test and the ability doesn't seem to apply to Attentive Statues and Enliven Sentinel so I doubt it will work on any of Agartha's national summons. But that doesn't matter since those are national spells and you could just improve the number of summons per casting on the assumption that if Golem Crafters received a summoning bonus the player would be likely to use them for the task.

Stavis_L August 27th, 2010 10:21 AM

Re: Conceptual Balance Mod 1.6
 
Quote:

Originally Posted by Valerius (Post 755613)
Quote:

Originally Posted by Fantomen (Post 755608)
Well, since it is on one of their national heroes I think you could assume it does. But is it moddable?

As far as I can tell there's no #constructlord ability so you'd have to #copystats the hero. The problem there is you'll end up with all his specials (stealth, siege bonus, forge bonus, etc.) and you can't selectively remove them.

Note that unit 1073 (Maker of the Maze, an Arco hero) also has the ability, and doesn't have nearly the array of annoying "tag-along" attributes. I used it in my Mistica mod for the Golem King pretender.

Quote:

Originally Posted by Valerius (Post 755613)
In any case, I ran a test and the ability doesn't seem to apply to Attentive Statues and Enliven Sentinel so I doubt it will work on any of Agartha's national summons.

That's a shame :(

Soyweiser August 28th, 2010 04:50 PM

Re: Conceptual Balance Mod 1.6
 
Just a small bugreport for a unused pretender, or perhaps a hero? The Champion of the Horn copies a female pretender, and thus gets listed as female. While the graphic and description is male.


All times are GMT -4. The time now is 05:01 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.