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Re: CB 5.2 released
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Re: CB 5.2 released
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Re: CB 5.2 released
I just checked 5.2 and it doesn't seem like anything is done for Wights. They are good but nobody uses them. I guess because death gems have so many other (better) users. I was wondering about lowering the cost a gem or two per wight to make them slightly more attractive. |
Re: CB 5.2 released
I really like Lictors, or Wights, or whatever they are... heavy armor, high strength, cold radiance... it's much easier on the gem economy to produce Longdead Horsemen, though... more bang for your buck when you have a high-path pretender or kitted Thaummaturg. I still reanimate them when I get the chance.
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Re: CB 5.2 released
lictors are the ones that can be reanimated, wights are the etheral ones iirc
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Re: CB 5.2 released
Wights are not etheral. Both Lictors and Wights are heavy armor, high strength, cold radiance. Wights have bane blades and better prot (22 vs 16). Lictors have battle axes and are summoned from AE. Wights are avaliable to anyone. But no one summons them... http://forum.shrapnelgames.com/images/smilies/frown.gif
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Re: CB 5.2 released
cudve sworn wights were etheral, and i think no-one summons them due to things like banelords being around
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Re: CB 5.2 released
Wight Lords are different from the plain Wights. There are non-commander Banes as well, IIRC.
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Re: CB 5.2 released
Wight lords? Non-commander banes? The wee Banes are commanders as well, and it's kinda silly that the physically simiar Wights only cost 3 gems less than full-fledged Banes. I once make an army of banes and wights, because I obviously had nothing better to do with my death gems and onyx amazons. They did pretty well vs indies, though I did take too many eventual losses to make them worth it compared to a good ol' Bane Lord. I just wish the Wights didn't cost so much, or were easier to summon (give the revenants something to do!)
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Re: CB 5.2 released
http://forum.shrapnelgames.com/image...es/redface.gif I just realized, Wraith Lords are ethereal... but they aren't Wights.
I haven't actually summoned Banes in a long time. I had forgotten they were commanders as well. |
Re: CB 5.2 released
Some T'ien Chi suggestions for the mod:
Better starting commanders: T'ien Chi has hands down the worst starting commanders of any nation. A scout and a eunuch - total gold value 45. And the eunuch is an utterly useless unit. Give them a General instead. Better eunuchs: Cut the cost to 20, give them map-move 2 and consider making them sacred. Altered resource requirements: The Red Guards have a higher resource cost than the Imperial cavalry, despite having the exact same equipment... |
Re: CB 5.2 released
Found a bug in cb 5.2: The line to edit Triton Knight is using the wrong monster number (577), which is for the Triton Trooper. I think this might also set the second shape incorrectly. The correct number for Triton Kinght is 1060, according to the documentation (which appears correct, only the .dm file is wrong). |
Re: CB 5.2 released
I'm sorry, but could someone please tell me how to install the CB mod? I didn't see any instructions in the zip file. Also, I'm unclear as to why there are 2 different downloads for the mod. (Post 1 and 2)
I'm new to the game so would appreciate your help. Thanks Gin |
Re: CB 5.2 released
first thing you need to do is check wherever you installed dominions for a "mods" folder. if its there, all you need to do is unzip the .dm file to the mods folder and the .tga(or whatever it is) into the maps folder.(if its not there, just create a new folder named mods and do the same thing)
go into dominions, select preferences --> Mods, then enable the 5.2CB, and your set! |
Re: CB 5.2 released
Thank you!
Gin |
Re: CB 5.2 released
I'm wondering too ... why the heck does TC's starting commanders suck so terribly compared to everyone else's starting? The starting commanders should all be somewhat equal in cold cost ...
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Re: CB 5.2 released
You think so? I think it should be the nations should be equal to each other, but not necessarily the starting commanders.
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Re: CB 5.2 released
alright if that's true ... then why the heck does Vanheim have such a vastly superior starting commanders compared to base TC? It's not exactly like TC is the epitome of broken or Vanheim is the suck.
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Re: CB 5.2 released
Maybe the right way to "fix" TC is with starting commanders. I wouldn't know. I just don't think that
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Re: CB 5.2 released
Questions:
Reviewing the CB 5.2 readme text of the changes and I have some questions. 1) Why has AIM been given Precision of 100?? I believe the original 5 was way too low... but an increase to 100 seems way too much. That's giving a mage perfection at casting.... a bonus of 22 feels more accurate. lvl_1 alteration 2) Why is Baleful Star only 1 astral?? Reading the spell description I believed this spell gave a percentage chance for troops to be cursed in the target province... for 1 astral that's way too good of a deal. Perhaps I'm wrong on what the spell does. lvl_5 alteration 3) I don't see why the spell heal had it's distance reduced by half. Was the spell really too powerful before? lvl_3 enchantment 4) Why were Foul Air and Lure of the Deep dropped so drastically in gem price?? Seems too extremely easy to get these nasty spells up. lvl_6&7 thaumaturgy 5) Why is the Ivy King more equal in stats with a Vine Ogre?? (Sea)Trolls are not more equal in stats with (Sea)Troll Kings. summoned monster 6) One of the Ice Devils originally had fire immunity which is not listed in the readme text file. Why has his fire immunity been removed for that specific Ice Devil?? The other changes all look good or great from the quick review I finished. -------------- quick comment: Bog Beasts should have higher morale otherwise they usually quickly flee. |
Re: CB 5.2 released
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Re: CB 5.2 released
The ice devil still has it, or at least they do in whatver version of CB we're using in CoW
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Re: CB 5.2 released
Graeme Dice...
I don't follow on the AIM spell... just from the readme document it looks like the precision bonus went from +5 to +100. Quote:
However, if the spell does a percentage based on the number of units in the province the cost should be closer to 4 or 5. Quote:
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Anyone have an answer for question#5 ? |
Re: CB 5.2 released
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Re: CB 5.2 released
Just a note, baleful star also causes 30 unrest which is why in this version it is overpowered.
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Re: CB 5.2 released
do they stack? if so just drop 4 stars on each of the enemys production centres (or his capitol if he relys on capitol only). this would actually make domes worthwhile (maybe)
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Re: CB 5.2 released
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Perhaps +1 and -1 on each side to show a difference. Quote:
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Re: CB 5.2 released
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Side note : IMO it'd be a great idea to make flight have a precision 100 as well. Nothing like having a lone unit with precision 20 casting flight and missing ... his size 6 self. |
CB 5.4
Just giving this thread a bump, see the new version.
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Re: CB 5.4
Again, no updated readme, so here are some highlights of the new version:
*Banes, wights, reanimation, and bog beasts cheaper. *Spectres and black servants slightly more expensive *Summon shade beasts cheaper and more research *Lesser elementals are now conjuration one *Wild Growth needs less research *Vine ogres 2 gems, back to 5 protection *Seldom used high level spells like doom, quickening, wailing winds, wind of death, siege golem, juggernaut and carrion reanimation made less research *Golems require higher research (to balance out juggernaut and siege golem moving down in research) *Improved cross breeding cheaper *Nerfs on soul contacts, vampire lords, and fever fetishes toned down *Call horror and lesser horror cheaper, send lesser horror cheaper *Agony 100 precision and needs only blood one *Flames from the sky lightly more expensive, and murdering winter slightly more research *Shimmering fields, flame storm and niefel flames less research; wrathful skies fire storm more research *7-9 armor light infanty and militia more expensive *Ulm black lords and lord guardians have standards *Resource bug fixed *Shark knight bug fixed |
Re: CB 5.4
i like me the sounds of those
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Re: CB 5.4
Any adjustment for Baleful Star ? |
Re: CB 5.4
i was wondering the same thing
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Re: CB 5.4
Yes, it is now 5 gems.
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Re: CB 5.4
good, seems more worthy of its effect (with the unmodded cost at 13 gems iirc)
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Changes between 5.4 and 5.2
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Here is a list of changes between 5.4 and 5.2 that I compiled. Most of these are changes to the base, or tweaks. Enjoy!
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Re: Changes between 5.4 and 5.2
can i suggest lowering the robe of invunerabilitys cost a little (by 10-20 gems maybe) because i know it makes who-ever wears it really tough but for 80 gems i dont think anyone makes them. ever.
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Re: Changes between 5.4 and 5.2
unless they are hella holding dwarven hammers and maybe on a construction site, and maybe a smith/cyclops of some sort
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Re: Changes between 5.4 and 5.2
smith with hammer of the forge lord, in that very hard to find site with 50% const bonus with forge of the ancients up. thats 125% bonus before adding the forge of the anciens http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: Changes between 5.4 and 5.2
yeah but it caps out at some point
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Re: Changes between 5.4 and 5.2
It caps out at 1 gem, I thought?
80 gems is a lot, but 30 prot for 0 enc is nothing to sneeze at. Plus if you are making the robe, you can make a hammer so you should never pay full price. Tough call if its worth it. |
Re: Changes between 5.4 and 5.2
i'm not sure i've even seen one made... but 40 gems might be too cheap
/shrug |
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