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

Fantomen December 26th, 2010 09:18 PM

Re: CBM 1.7 released
 
I'd like to say I disagree with nerfing the forge lord from 50 to 25 forge bonus. It was the hammers that made the forgelord overpowered, since you could get 75 forge bonus guaranteed from very early on + a pile of almost free hammers.

Without the hammers the situation in very different, and 50% forge bonus seems quite balanced for the price you pay, not overpowered but still a reasonable choice for certain nations that craves more boosters than others.

With 25% forge bonus and no hammers the forge lord is pretty useless.

NooBliss December 27th, 2010 05:15 AM

Re: CBM 1.7 released
 
Quote:

Originally Posted by Fantomen (Post 767073)
With 25% forge bonus and no hammers the forge lord is pretty useless.

Speaking of useless pretenders... Did anyone find a use to Prince of Death at 125 points?

Stavis_L December 28th, 2010 10:22 AM

Re: CBM 1.7 released
 
Quote:

Originally Posted by NooBliss (Post 767097)
Quote:

Originally Posted by Fantomen (Post 767073)
With 25% forge bonus and no hammers the forge lord is pretty useless.

Speaking of useless pretenders... Did anyone find a use to Prince of Death at 125 points?

??

It's still a flying, 0-encumbrance, high-fear, full-slots chassis with high dominion and high death. Maybe a *slight* reduction in cost, but if it goes too far, it quickly gets ubiquitous for anyone that wants a death + expansion pretender.

If you wanted to balance it via indirect cost modifications, you could instead reduce the base dominion to 1 (as most players want to give it awe as an expansion pretender) and drop the base cost, which would still leave it open as a death chassis that happens to generate low levels of undead chaff...of course there it's competing vs. the immortal liches, so it probably loses out.

NooBliss December 28th, 2010 11:46 AM

Re: CBM 1.7 released
 
And just how often did you see that chassis picked lately? With any success?
Its just a combat pretender with death magic now. Even Wyrm can offer better diversification, I think, and he's a better expander.

P3D December 28th, 2010 03:59 PM

Re: CBM 1.7 released
 
Gath (and Ashdod) have the evocation spell Strange Fire - AoE 3 Damage 8+ AP (3x undead/demon) at Evoc 4.
It won't get any use because of the forbidding path requirements (2S1F). It should be reduced to 1S so out-of-capital mages could cast it, maybe 2S.

Dimaz December 28th, 2010 05:19 PM

Re: CBM 1.7 released
 
Light of the Northern Star.

P3D December 28th, 2010 06:39 PM

Re: CBM 1.7 released
 
Quote:

Originally Posted by Dimaz (Post 767188)
Light of the Northern Star.

And how does that help with having no cross-path FS mages besides the 1 in 50 chance in the capital?

I should have been more clear. The F requirement (or the S one) should be removed. S1 to S2 can be dealt with.

Dimaz December 28th, 2010 06:42 PM

Re: CBM 1.7 released
 
When I played Gath I had 3 sources of FS mages. They are pretty common. LoTS allows them to cast it.
With S only it will be too powerful imo.
Also, national spells not castable by national mages are not that uncommon.

rabelais December 28th, 2010 06:56 PM

Re: CBM 1.7 released
 
EA Ermor needs some sort of mage buff. maybe an extra s or a on the elders. (s more thematic,Air more useful) as the 1/160th chance of an a2 elder I have never seen and I like the nationa lot in SP... and/or a small chance of d1 on the regular augurs. they cant site search efficiently in death, as only the elders get it. Would leave the elder price the same as with mm1 and old they are still horrifying. could bump the regular augur to 90-100 depending on death chance.

Giving a nation healers with nothing to heal (old wont work, sacreds already recup) and putting recuperation on old people (which does nothing!) is just mean. You don't have to change it, I'm just saying.

Slobby December 28th, 2010 07:08 PM

Re: CBM 1.7 released
 
Quote:

Originally Posted by P3D (Post 766794)
Bug: Bane blades - if the leader does not have undead leadership, the created soulless have to be left in the province. They should get some undead leadership, and it might make the item a bit more useful.

That's interesting never actually made a bane blade, but I was going to post how much I <3 the change to bane blades.

Summon bane.
Equip with boots of quickness and pendant of luck.
Give a wight retinue.

And off they go making a retarded amount of undead. Quite fun against the ai. :up: The banes and wights close in then make undead on the spot and the ai then cuts up the undead meaning the wights and banes are pretty much free and clear. :D

Something is a bit off though and not just with the undead leadership.

Bane = 4D
Wight = 2D
Bane Blade = 5D

I guess if BB were 4D that would work.

Also thematically I don't necessarily agree with BB giving UD leadership. And if it was granted to what end? That talisman that summons a skell only gives UD leadership 1 if I recall. Match that to the BB and you can cart around one of the newly dead which is useless. Leave the BB for undead and/or death/blood thugs.


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