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-   -   CBM 1.92 EDM summons cost increase (http://forum.shrapnelgames.com/showthread.php?t=48946)

Athenspatch July 12th, 2012 01:11 PM

Re: CBM 1.92 EDM summons cost increase
 
After enabling this mod, I got the following Nagot fick fel! crash.

myloadmalloc: can't open ./mods/./CBM_Sprites/GL_Sorceress_Vampiress_1.tga

Can anyone help me get the mod working without crashing? Thanks!

Athenspatch July 12th, 2012 04:10 PM

Re: CBM 1.92 EDM summons cost increase
 
Okay, read through the forums some and decided to also take the original CBM 1.92 mod. Something about spirtes...

So now when I try to create a game I get the Nagot crash that reads

#selectweapons command

Anyone able to guide me through mod install? Please and thanks!

fungalreason July 12th, 2012 04:43 PM

Re: CBM 1.92 EDM summons cost increase
 
Is your copy of dominions patched to the latest version?

Download the patch from http://www.shrapnelgames.com/Illwint...DOM3_page.html and try again if not

Redeyes July 12th, 2012 05:09 PM

Re: CBM 1.92 EDM summons cost increase
 
Quote:

Originally Posted by earcaraxe (Post 807538)
the reason i think its better to not make zmey coldblooded is that it would totally neutralize the zmey against cold nations, while non-cold nations would be helped only little (wolven winter).

In a similar discussion perhaps the Zmey could do with slightly higher baseline encumbrance? Encumbrance 1 is almost uniquely low.

For the reasons I outlined before - on gem costs and why even a 10 gem increase doesn't matter much due to the randomness of gem income and the other part of the sunk cost which is items - adjusting the stats makes more sense to weaken the usage of Zmey against all nations.

Torgon July 12th, 2012 07:40 PM

Re: CBM 1.92 EDM summons cost increase
 
I'm with Redeyes on this one. While some of the EDM summons are too cheap the fundamental problem with a couple of them is just that they don't follow the fundamental theory of dominions: that everything should have a weakness to something.

The biggest offenders are the Zmey, Grendlekin, and Cyclops. Four pretty ubber monsters that are all completely weakness free: they're not magic beings, not undead, not cold blooded, low enc, high prot, no astral, either full slots or in the zmey's case doesn't need the slots because base stats are even more ubber. Give them each weaknesses that can be exploited somehow and you'll fix a lot of the problems.

Redeyes July 14th, 2012 09:42 AM

Re: CBM 1.92 EDM summons cost increase
 
Note: I don't think I want to neuter summons by artificially giving them significant weaknesses. It's the cold-blooded scenario, which doesn't change anything when you go up against any heat-domain based nation.

Rather over the line stats should be brought toward the average, such that protection is placed at a level where crossbows or infantry can be a threat when the summon isn't geared. 22 to 16, or something in that range.

Instead, if I am arguing anything, is that more summons perhaps ought to be balanced around their casting costs and not by increasing that cost to where it matches the current utility payoff.


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