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-   -   Conceptual Balance mod 1.93 released! (http://forum.shrapnelgames.com/showthread.php?t=49104)

PriestyMan September 5th, 2012 08:35 PM

Re: Conceptual Balance mod 1.93 released!
 
right click, then hit extract here

parone September 5th, 2012 09:17 PM

Re: Conceptual Balance mod 1.93 released!
 
lol. well, that was comically easy. but now i don't see cbm 193 in the preferences section. any ideas?

BlanketThief September 6th, 2012 05:08 AM

Re: Conceptual Balance mod 1.93 released!
 
Is CB1.93.dm in your mods folder? If it's in a sub-folder that would be the issue.

TheDemon September 7th, 2012 03:14 AM

Re: Conceptual Balance mod 1.93 released!
 
I've been encouraged to continue my campaign against Send Hunter Spider. Please consider either making it harder to cast (N4 or N5) or more expensive (4 or 5 gems) or both! Right now it is far too easy to cast and far too cheap, which equates to a low startup cost (boosters) and spammability. I've been on both the sending and receiving end and neither time was it pretty.

llamabeast September 7th, 2012 03:32 AM

Re: Conceptual Balance mod 1.93 released!
 
TheDemon: Okay, you've persuaded me. Thanks.

Valerius September 7th, 2012 04:51 AM

Re: Conceptual Balance mod 1.93 released!
 
I like LA Man's constructs - it's a neat theme. I think reducing their immunities to 50% is a good idea - they can still easily be buffed to 100% but it will take some effort.

Following up on Redeyes' comment regarding the colossus I think it might make sense to tone down the stats a bit along the same lines as was done with the grendelkin - it will still be a tank just not as skillful a one. In particular, I would lower the attack to 12 (matching the grendelkin and other SCs like the tart lightning cyclops and titan). Given the research level I think almost all of these will be GoRed so once equipped they will have a good attack score - this helps avoid a situation where they're incredibly hard hitting and also extremely difficult to escape being hit. Again keeping in mind the reasonable cost, reducing the siege bonus and maybe dropping MR a bit also seems reasonable. But the main thing IMO is the attack rating. Generally speaking, I think summons should have either toughness/strength or skill and if they have both, like the ember lord, then they should be priced correspondingly high to reflect that.

Scaramuccia September 7th, 2012 04:43 PM

Re: Conceptual Balance mod 1.93 released!
 
Some beta code sneaked into release for LA Man.

#selectspell "Summon Bean Sidhe"
#researchlevel 0
#fatiguecost 0
#end

Also I am not sure that this code


#newmonster 3447
#copystats 1769
#copyspr 1769
#descr "Different descr."
#end

#newspell
#copyspell "Summon Shades"
#descr "Different descr."
#researchlevel 1
#pathlevel 0 1
#damage 1769 -- Black Dogs
#restricted 51 -- LA Man
#end

Is needed. The "Tune of fear" comment -broken with enabled spell looks not good too.

Tiavals September 9th, 2012 03:15 AM

Re: Conceptual Balance mod 1.93 released!
 
No quickfix yet, I take it?

Soyweiser September 9th, 2012 12:27 PM

Re: Conceptual Balance mod 1.93 released!
 
Well, you could make one. It isn't that hard.

Makinus September 10th, 2012 09:54 AM

Re: Conceptual Balance mod 1.93 released!
 
1 Attachment(s)
My own quickfix based on the bugs found here:
http://z7.invisionfree.com/Dom3mods/...?showtopic=991

The only ones i did not fixed was the lack of description on the Summon Shades spell and the added pretender points on the Arch Seraph (no idea how to fix this last).

This is only my personal quickfix to play CBM.... i recommend you to wait for the "official" quickfix from llamabeast...


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