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-   -   Conceptual Balance Mod v1.92 (http://forum.shrapnelgames.com/showthread.php?t=47741)

kianduatha September 18th, 2011 04:04 PM

Re: Conceptual Balance Mod v1.92
 
Quote:

Originally Posted by Samhain (Post 783852)
If someone goes with a E9N6+ bless, they could even be formidable.

I'm not sure I approve of driving yet another nation(another giant nation, no less) to E9N6 blesses. Fomoria so far has been fairly good about liking weird blesses that still work(W9 especially has been a favorite), and that seems unique enough for a giant nation that getting rid of the cool Unmarked Champion minithug dynamic in exchange for yet more cloud trapezing E9N6 raiders... it completely changes the mechanics of the nation, and it changes the mechanics to something less unique.

shatner September 20th, 2011 03:02 PM

Re: Conceptual Balance Mod v1.92
 
I just noticed something peculiar: the Vanherse commanders have slightly different stats based on whether you are using EA Vanheim or EA Helheim.

The Vanheim Vanherse has a protection of 12 and defense of 19.
The Helheim Vanherse has a protection of 11 and a defense of 20.

Also, the Vanheim Vanjarl has a protection of 12.
The Helheim Vanjarl has a protection of 11 (all other stats are identical).

Valerius September 20th, 2011 03:58 PM

Re: Conceptual Balance Mod v1.92
 
It's because they have different armor and are actually different units. This isn't specific to CBM but is also the case in vanilla since Helheim's units don't have sailing (Helheim's Vanherse also has a 1 point higher defense than Van's version).

kasnavada September 21st, 2011 03:04 PM

Re: Conceptual Balance Mod v1.92
 
Quote:

Originally Posted by Samhain (Post 783852)
Fomorian Druids could put up a decent fight. If someone goes with a E9N6+ bless, they could even be formidable. For that option, I might actually see increasing the cost slightly.

I do not think it's a good idea. Fomoria needs research, and it has no other researchers out of capitol... Also Unmarked fill the fighter role anyway.

Mightypeon September 21st, 2011 03:58 PM

Re: Conceptual Balance Mod v1.92
 
I think Fomoria is very well balanced.
They arent Niefelheim, or Lanka, but between recruit anywhere minithugs, recruitable SCs, excellent Air and Death access they do have a number of things going for them.
Even the much maligned Fomorian militias can be suprisingly usefull in a Siege defense due to low cost and S.

And dont underestimate the Fir Bolg troops either, the Javelin guys are actually quite good.

To summarize it:
Formoria has a quite decent early game with Unmarked expansion backed up by quite good Fir Bolgs, can rely on early recruitable SCs in the Midgame (Construction 4 and alteration 2), and is well disposed for Tartarians/High End Air Summons in the late game.
Dance of the Morrigans (especially if backed up by other spells) is also strong.

Soyweiser September 21st, 2011 04:58 PM

Re: Conceptual Balance Mod v1.92
 
Isn't formoria a bit like LA Atlantis, most of the stuff is cap only(*)? The mages are better, a bit more expensive, but with more diverse magic. And with a good early game (which the cap only units provice) having 4 rp for 150 gold isn't that bad. You can always make the research boosters, both air and death ones are available easily.

And Air 1 with wadn random allows you to use some interesting thugs.

*: one little problem of course. Atlantis also as acces to the excellent underwater mages, giving them access to all paths but nature and blood.

Scaramuccia September 22nd, 2011 06:58 AM

Re: Conceptual Balance Mod v1.92
 
with LA Atlantis you could build some ok troops in non-capital castles. Massed ice guards could be nice addition to your armies.

With formoria - druids and sometimes unmarked champions, you don't want anything else.

Morla September 27th, 2011 10:00 AM

Re: Conceptual Balance Mod v1.92
 
I found a little bug with a magic site "SHAMBLER CITY"--> enables recruitment of wild ettin(costs 0 gold 1 resorces)

Soyweiser September 27th, 2011 01:21 PM

Re: Conceptual Balance Mod v1.92
 
Yeah, found that one myself also. Posted it in the other forum.

DeadlyShoe September 30th, 2011 04:05 PM

Re: Conceptual Balance Mod v1.92
 
Burkhard Nachtzehrer, LA Ulm hero, is dual wielding greatswords. Without ambidexterity. Good thing he's immortal.

DeadlyShoe October 1st, 2011 04:48 AM

Re: Conceptual Balance Mod v1.92
 
Woops, last post is bogus. Loaded an old test game and forgot to change mods before starting a new game; CMB 1.7something was enabled instead.

Mightypeon October 1st, 2011 07:28 AM

Re: Conceptual Balance Mod v1.92
 
Imho, buffing the Formorian National units a bit could be quite usefull and fitting.
There is simply no (apart from militias if you want to drag out a Siege) incentive to ever hire non Cap Formorian National Units.

rdonj October 1st, 2011 07:07 PM

Re: Conceptual Balance Mod v1.92
 
Most of the giant nations are like that. They're all very cap-centric. Fomoria is actually probably better off than most of them.

Mightypeon October 1st, 2011 08:16 PM

Re: Conceptual Balance Mod v1.92
 
Yeah, Fir Bolgs are quite cool, I think Formoria is the only Giant Nation were the small ones are "better" than the big ones though ;)

Question October 4th, 2011 08:22 AM

Re: Conceptual Balance Mod v1.92
 
I dont know if this is a bug, but i was using early Ermor, and had 5 arch bishops + the heroe Innocentius. All of them set to heal for 30+ turns, but they never healed any afflictions at all, and Innocentius's recuperation nevver worked either.

llamabeast October 4th, 2011 08:30 AM

Re: Conceptual Balance Mod v1.92
 
Perhaps the afflictions were caused by old age? Old age afflictions can't be healed, except by using the Chalice or Gift of Health.

Question October 4th, 2011 08:44 AM

Re: Conceptual Balance Mod v1.92
 
How do you tell if they were getting afflictions from old age and not something else?

My pretender, prince of death, got 3 afflictions but couldnt get rid of them either...

llamabeast October 4th, 2011 08:50 AM

Re: Conceptual Balance Mod v1.92
 
Oh - he's undead. You can't heal afflictions on undead either.

I'm not sure whether it's that you can't heal afflictions on old people, or the game actually knows where the afflictions came from. If the latter, there's no way of knowing where they came from other than memory.

Question October 4th, 2011 09:07 AM

Re: Conceptual Balance Mod v1.92
 
If you cant heal afflictions on undead, how can they get afflictions in the first place?

I dont understand why a "never healing chest wound" would affect an undead creature that heals through magic anyway...

llamabeast October 4th, 2011 09:20 AM

Re: Conceptual Balance Mod v1.92
 
Well just for clarity this is all base game behaviour, not related to CBM in any way.

Question October 4th, 2011 07:32 PM

Re: Conceptual Balance Mod v1.92
 
What about making undead afflictions curable by labs?

llamabeast October 4th, 2011 07:42 PM

Re: Conceptual Balance Mod v1.92
 
None of that kind of stuff is moddable.

Question October 5th, 2011 12:08 AM

...Seriously? Wow...

What about making undead immune to afflictions then? Its kind of game breaking when you have undead commanders or your pretender rack up afflictions with no way to get rid of them.

Also i noticed that my mage was burning through air gems at a ridiculous rate, even though the only wind spell he casts that needs gem is wind guide...any idea whats going on? Did the gem requirement for wind guide get increased, but the help text was left unaltered?

Edit : After one battle, my mage lost 3 air gems...he was set to cast wind guide, flaming arrows, eagle eye and 2 thunderstrikes.

thorfrog October 5th, 2011 12:33 AM

Re: Conceptual Balance Mod v1.92
 
I'm getting an error in the CBM 1.92. myloadmallocLcan't open ./mods/./Worthy_Heroes/Valkyrieheroine.tga

Any idea how to fix this?

kianduatha October 5th, 2011 12:47 AM

Re: Conceptual Balance Mod v1.92
 
Quote:

Originally Posted by Question (Post 785091)
...Seriously? Wow...

What about making undead immune to afflictions then? Its kind of game breaking when you have undead commanders or your pretender rack up afflictions with no way to get rid of them.

Also i noticed that my mage was burning through air gems at a ridiculous rate, even though the only wind spell he casts that needs gem is wind guide...any idea whats going on? Did the gem requirement for wind guide get increased, but the help text was left unaltered?

Edit : After one battle, my mage lost 3 air gems...he was set to cast wind guide, flaming arrows, eagle eye and 2 thunderstrikes.

Making undead immune to afflictions is definitely not moddable. Undead units are amazing. It being difficult to cure afflictions is one of the drawbacks.

Casters in general use gems to reduce fatigue if you give them some, even on gemless spells. Usually players put gems they want to save for future battles on non casters, typically stealthed scouts who run alongside armies as gem mules.

Question October 5th, 2011 12:53 AM

Re: Conceptual Balance Mod v1.92
 
So what am i supposed to do with a undead pretender that has racked up so many afflictions to become useless? I still think the idea of undead being affected by afflictions is really silly.

And i suppose theres no way to actually stop your mages from eating gems en-masse?

thorfrog October 5th, 2011 12:53 AM

Re: Conceptual Balance Mod v1.92
 
Quote:

Originally Posted by thorfrog (Post 785094)
I'm getting an error in the CBM 1.92. myloadmallocLcan't open ./mods/./Worthy_Heroes/Valkyrieheroine.tga

Any idea how to fix this?

My games seems to hang on this.

Squirrelloid October 5th, 2011 01:41 AM

Re: Conceptual Balance Mod v1.92
 
Quote:

Originally Posted by Question (Post 785096)
So what am i supposed to do with a undead pretender that has racked up so many afflictions to become useless? I still think the idea of undead being affected by afflictions is really silly.

And i suppose theres no way to actually stop your mages from eating gems en-masse?

The Chalice (artifact) and Gift of Health (global, in dominion effect) are the only ways to heal undead afflictions.

Well, you could also get him killed and then Call God him back, but that has all the usual drawbacks, and gives each affliction one chance to heal.

Question October 5th, 2011 08:46 AM

Re: Conceptual Balance Mod v1.92
 
Kind of means im forced to go nature for gift of health though.

Im looking at the forging reference PDF, its pretty detailed, but my question is...which of those items give path bonuses?

llamabeast October 5th, 2011 08:50 AM

Re: Conceptual Balance Mod v1.92
 
thorfrog - try redownloading CBM1.92, it briefly had an error where it pointed to sprites it didn't have, which I then sneakily fixed. If you still get the problem, try making a copy of the CBM_Sprites folder called Worthy_Heroes.

Nothing affliction-related is moddable.

Quote:

my question is...which of those items give path bonuses?
The ones which are in bold italic font.

Question October 6th, 2011 03:17 AM

Re: Conceptual Balance Mod v1.92
 
Not sure if this is a bug, but i noticed that the Aesir pretender god that comes with a free chain of displacement doesn't actually get her image displaced like glamour/mirror image does.

llamabeast October 6th, 2011 05:04 AM

Re: Conceptual Balance Mod v1.92
 
Chainmail of Displacement doesn't actually have that effect. Although I thought that the Asynja (is that who you mean?) had glamour and hence mirror image anyway.

Radio_Star October 6th, 2011 11:19 AM

Re: Conceptual Balance Mod v1.92
 
Quote:

Originally Posted by Question (Post 785261)
Not sure if this is a bug, but i noticed that the Aesir pretender god that comes with a free chain of displacement doesn't actually get her image displaced like glamour/mirror image does.

http://assets.motherboard.tv/post_im...l_original.jpg

Soyweiser October 6th, 2011 11:28 AM

Re: Conceptual Balance Mod v1.92
 
Quote:

Originally Posted by Radio_Star (Post 785324)
Quote:

Originally Posted by Question (Post 785261)
Not sure if this is a bug, but i noticed that the Aesir pretender god that comes with a free chain of displacement doesn't actually get her image displaced like glamour/mirror image does.

http://assets.motherboard.tv/post_im...l_original.jpg

Really you think he is trolling? I was also pretty surprised when the chain of displacement didn't really do anything. Apparently the defense bonus is the displacement.

shatner October 6th, 2011 12:06 PM

Re: Conceptual Balance Mod v1.92
 
Yeah, I'll second Soyweiser on this one. Initially, I too was expecting the chainmail of displacement to hit the wearer with mirror image at the start of battle.

shatner October 6th, 2011 05:25 PM

Re: Conceptual Balance Mod v1.92
 
I've been meaning to ask, why do we have both "Mermaids' Blessing" and "Sirens' Blessing" when the two spells are completely identical in every way except their name?

Behold:
#newspell
#name "Mermaids' Blessing"
#descr "This spell is a larger version of a spell that Sirens and Mermaids use on attractive humans to make them able to do certain 'physical tasks' underwater. This blessing affects all friendly troops in the battlefield using some magical means to breathe underwater and gives them easier movement and increased agility underwater. This spell however does not prevent the extra fatigue granted by underwater combat. This spell can only be casted underwater and has no effect on those who can naturally enter the sea."
#school 4
#researchlevel 3
#path 0 1
#pathlevel 0 3
#effect 23
#aoe 666
#range 0
#fatiguecost 100
#nreff 1
#damage 33554464 -- (Unholy Power + Water Shield)
#flightspr -1
#explspr 10068
#spec 46202880 -- (not vs ambhibians, Friendlies only, castable UW, only UW)
#end
-----------
#newspell
#name "Sirens' Blessing"
#descr "This spell is a larger version of a spell that Sirens and Mermaids use on attractive humans to make them able to do certain 'physical tasks' underwater. This blessing affects all friendly troops in the battlefield using some magical means to breathe underwater and gives them easier movement and increased agility underwater. This spell however does not prevent the extra fatigue granted by underwater combat. This spell can only be casted underwater and has no effect on those who can naturally enter the sea."
#school 4
#researchlevel 3
#path 0 1
#pathlevel 0 3
#effect 23
#aoe 666
#range 0
#fatiguecost 100
#nreff 1
#damage 33554464 -- (Unholy Power + Water Shield)
#flightspr -1
#explspr 10068
#spec 46202880 -- (not vs ambhibians, Friendlies only, castable UW, only UW)
#end

shatner October 7th, 2011 06:26 PM

Re: Conceptual Balance Mod v1.92
 
This is a small thing but I'm wondering if Kivigtok, the tupilak riding LA Atlantis hero should have a bite and/or claw attack from the mount. That and the fact that he is the sole poor amphibian in an otherwise fully amphibious nation is a bit odd.

These aren't big balance issues at all but they do seem a bit incongruous.

Numahr October 8th, 2011 11:12 AM

Re: Conceptual Balance Mod v1.92
 
Quote:

Originally Posted by Question (Post 785096)
I still think the idea of undead being affected by afflictions is really silly.

They are undead but they are still physical beings. If they lose an arm or a whole part of their undead body, they should be bearing he consequences of that.

Note however that a very common and nasty result of wounds is a raise in encumbrance (especially, but not only, the dreaded chest wound); well all 0 encumbrance undead are unaffected by this, as long as they only melee (the rule is that if you have 0 encumbrance, any additional encumbrance from whatever source impacts only your spell casting encumbrance). This alone makes undead thugs much more affliction-resilient than most living thugs.

Question October 10th, 2011 09:46 AM

Re: Conceptual Balance Mod v1.92
 
They are undead, you can just reattach an arm or something. If you have the magic to raise the dead from the ground, you can surely do that.

Also noticed something weird with the erinyes...one of them attacked a researcher, who casted hellbind heart. The erinyes failed the save, so the battle ended in a victory for me. The erinyes didnt join my army though, and just kept attacking from next turn onwards. Not sure if intended.

Soyweiser October 10th, 2011 10:05 AM

Re: Conceptual Balance Mod v1.92
 
Erinyes are special, they cannot be banished or charmed.

DeadlyShoe October 11th, 2011 05:52 AM

Re: Conceptual Balance Mod v1.92
 
Quote:

They are undead, you can just reattach an arm or something. If you have the magic to raise the dead from the ground, you can surely do that.
you can do this with magic beings that 'never heal'; they are considered repairable constructs. Unlife is different, healing just something the spells that grant unlife cannot do. Especially since healing ingame is kind of mystical medicine that wouldn't work on undead anyway.

I like to think of it as an aspect of the inability of death to create life, only to create a hollow mockery of it.

Note that undead are not created equal, undeath is not the same as lifelessness, never-heal or mindless.

Question October 11th, 2011 08:11 AM

Re: Conceptual Balance Mod v1.92
 
Quote:

Originally Posted by Soyweiser (Post 785634)
Erinyes are special, they cannot be banished or charmed.

But the battle ends in your favor if they get charmed (although it only works temporarily).

earcaraxe October 11th, 2011 08:58 AM

Re: Conceptual Balance Mod v1.92
 
Quote:

Originally Posted by Question (Post 785729)
Quote:

Originally Posted by Soyweiser (Post 785634)
Erinyes are special, they cannot be banished or charmed.

But the battle ends in your favor if they get charmed (although it only works temporarily).

so what?

13lackGu4rd October 13th, 2011 11:07 AM

Re: Conceptual Balance Mod v1.92
 
hey guys, I'm back from a long slumber from Dom3. anyway, I see that CBM has evolved quite a bit into this new version, haven't actually played much with CBM 1.71 or whatever it was, just 1.6, so there's a lot to take in. anyway, tried out EA Caelum in single player, just to test some things, and I noticed that the Eagle Kings have no magic paths at all and cost 10 gold 20 something resources. I tried it on 2 seperate maps to rule out some weird map issue. so I have no idea whether it's something weird with my game or whether it's a bug in the mod itself. also, if anyone else raised this issue already than I'm sorry, can't really be bothered reading through 10 full pages of comments here, too many other things to catch back up on.

PriestyMan October 13th, 2011 12:31 PM

Re: Conceptual Balance Mod v1.92
 
you have a mod conflict.

13lackGu4rd October 13th, 2011 08:51 PM

Re: Conceptual Balance Mod v1.92
 
how can I have a mod conflict when it's the only mod I have? I deleted all of my older mods(including all older CBM versions and nation mods I had).

Soyweiser October 14th, 2011 08:31 AM

Re: Conceptual Balance Mod v1.92
 
Did you install the latest patch? That changed a lot of mod commands

Executor October 15th, 2011 06:34 PM

Re: Conceptual Balance Mod v1.92
 
I'm sure this was already reported but just in case;
There's a site that enables recruitment of Wild Ettins, Metropolitus Nautilus.

DeadlyShoe October 16th, 2011 09:30 PM

Re: Conceptual Balance Mod v1.92
 
I feel jomon's units are a bit high powered for their cost right now, the HP thing helped bring their crazy weapons into line...

maybe im just bitty because im playing c'tis

rdonj October 18th, 2011 04:10 PM

Re: Conceptual Balance Mod v1.92
 
Jomon is reasonably good at killing infantry, yes. But anything with any sort of ranged weapon will slaughter them. Unfortunately that's not really c'tis forte, but standard c'tis skellyspam + poison tactics should work just fine against samurai, so they really shouldn't be a problem. Plus falchioneers should be able to put a decent level of hurt on the samurai, and the light infantry should be a relatively efficient buy for fighting samurai. If you're buying desert rangers and tomb guards then yes, your military is going to feel feeble against the samurai. Jomon's infantry are really quite vulnerable though, relying on their higher than standard defense and medium armor to keep them safe. You should have no trouble killing them.


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