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-   -   Conceptual Balance Mod 5.4 (http://forum.shrapnelgames.com/showthread.php?t=26175)

Arryn January 25th, 2006 06:08 AM

Re: CB 5.2 released
 
Quote:

Cainehill said:
Two days ago, www.dominions-2.org only had the 5.0 version of the split CB mod - I DLed it and looked inside, but now it's updated. Thanks, whomever.

You're welcome.

Cainehill January 25th, 2006 11:48 AM

Re: CB 5.2 released
 
Quote:

Arryn said:
Quote:

Cainehill said:
Two days ago, www.dominions-2.org only had the 5.0 version of the split CB mod - I DLed it and looked inside, but now it's updated. Thanks, whomever.

You're welcome.

Woot! Arryn, nice to see you're still around - happy new year, and thanks! http://forum.shrapnelgames.com/images/smilies/happy.gif

Oversway February 7th, 2006 01:24 PM

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.

Morkilus February 7th, 2006 02:17 PM

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.

shovah February 7th, 2006 02:27 PM

Re: CB 5.2 released
 
lictors are the ones that can be reanimated, wights are the etheral ones iirc

Oversway February 7th, 2006 04:20 PM

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

shovah February 7th, 2006 06:05 PM

Re: CB 5.2 released
 
cudve sworn wights were etheral, and i think no-one summons them due to things like banelords being around

Endoperez February 7th, 2006 06:26 PM

Re: CB 5.2 released
 
Wight Lords are different from the plain Wights. There are non-commander Banes as well, IIRC.

Morkilus February 7th, 2006 06:53 PM

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!)

Endoperez February 7th, 2006 07:08 PM

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.

Sandman February 10th, 2006 08:06 PM

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...

Oversway February 14th, 2006 11:50 PM

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).

Gin February 20th, 2006 12:41 AM

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

Peacekeeper February 20th, 2006 03:51 AM

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!

Gin February 20th, 2006 06:39 AM

Re: CB 5.2 released
 
Thank you!
Gin

KissBlade February 26th, 2006 04:25 AM

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 ...

Oversway February 26th, 2006 08:17 PM

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.

KissBlade February 27th, 2006 12:54 AM

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.

Oversway February 27th, 2006 12:59 PM

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

Quote:

The starting commanders should all be somewhat equal in cold cost ...

makes for as fun of a game. For me, the more different nations play, the better.

NTJedi March 1st, 2006 04:21 PM

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.

Graeme Dice March 1st, 2006 08:18 PM

Re: CB 5.2 released
 
Quote:

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.

Aim provides a boost of 5 precision. The 100 precision on the spell represents the accuracy with which the aim spell will hit the target grid square that the mage that casts it wants it to hit. With the old precision on aim, it could miss, which made it pretty useless compared to eagle eyes.

Quote:

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.

It will curse about a dozen troops, which is really weak for the original cost.

Quote:

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.

They are very situational, and both use gems that would be much better spent on other things given the original cast. Have you ever seen a game won or lost because of either spell?

Quote:

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??

Balance purposes. The ice devils were taken down to -50% fire resistance.

Wish March 1st, 2006 08:52 PM

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

quantum_mechani March 1st, 2006 09:39 PM

Re: CB 5.2 released
 
Quote:

NTJedi said:
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


Trust me, it's still plenty difficult to get it cast on the right thing. http://forum.shrapnelgames.com/images/smilies/wink.gif

Quote:


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


This was a bit overkill boosting, next version it will be somewhere between base and this.
Quote:


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


Not sure what you mean, I can't mod spell range if I wanted to.
Quote:


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


I have yet to see either cast apart from by the AI, so we'll see.
Quote:


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


I belive many of the ivy king stats were already better than vine ogres.
Quote:


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??


Possibly since IIRC his hellsword was removed at some stage of the lifedrain balancing.
Quote:


quick comment: Bog Beasts should have higher morale otherwise they usually quickly flee.

I'll look into it.

NTJedi March 1st, 2006 09:55 PM

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:



It will curse about a dozen troops, which is really weak for the original cost.

If it does a fixed amount between 10-14 units then it should still be 2 astral since a curse is forever. Also I believe the spell causes increased bad luck as well.
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:


They are very situational, and both use gems that would be much better spent on other things given the original cast. Have you ever seen..

I've had or seen many many commander-types, even strong ones, vanish because of the Lure of the Deep spell. For many maps this spell is quite a deal for 40gems.

Quote:


The ice devil still has it, or at least they do in whatver version of CB we're using in CoW

I hope you're right... there was one ice devil where part of his character was being immune to fire. Sad if that was taken away.


Anyone have an answer for question#5 ?

Graeme Dice March 2nd, 2006 01:47 AM

Re: CB 5.2 released
 
Quote:

NTJedi said:
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.

You can't change the bonus precision that aim provides. WHat you can change is the precision that the mage that casts aim uses to determine where the aim spell lands.

Quote:

If it does a fixed amount between 10-14 units then it should still be 2 astral since a curse is forever.

A curse is also mostly irrelevant unless it's on one of your SCs.

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.

It only targets a single province, so it's still usually not worthwhile to spend any gems on it.

Quote:

I've had or seen many many commander-types, even strong ones, vanish because of the Lure of the Deep spell. For many maps this spell is quite a deal for 40gems.

Have you ever lost a game because somebody cast it? It's got an actual cost of several hundred water gems if you want it to last more than a couple of turns.

quantum_mechani March 2nd, 2006 04:14 AM

Re: CB 5.2 released
 
Just a note, baleful star also causes 30 unrest which is why in this version it is overpowered.

shovah March 2nd, 2006 01:36 PM

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)

NTJedi March 2nd, 2006 05:06 PM

Re: CB 5.2 released
 
Quote:

aim
Trust me, it's still plenty difficult to get it cast on the right thing.

sounds fine I guess... is there any difference between eagle eye and aim ?? Perhaps a future version can make some type of difference between the two. Just a suggestion.

Quote:

Baleful Star
This was a bit overkill boosting, next version it will be somewhere between base and this.


Yes consider the unrest, drop in luck and cursing of units this seemed like quite a deal. Excellent to hear the next version will have an adjustment. Do you know if the cursing of units does a percentage or a fixed amount??

Quote:

heal spell
Not sure what you mean, I can't mod spell range if I wanted to.

my mistake here... I thought 10ft meant feet as in distance... now I see it means fatique.

Quote:

ivy king
I belive many of the ivy king stats were already better than vine ogres.

Yes... but according to the last readme file the stats of the vine ogres for protection and defense now match the stats of the ivy king. Previously the ivy king was higher... why was this set as equal?
Perhaps +1 and -1 on each side to show a difference.

Quote:

one of the ice devils
Possibly since IIRC his hellsword was removed at some stage of the lifedrain balancing.

Well just to return this one specific ice devil his character... shouldn't his fire immunity be returned? Otherwise it conflicts with the information about him.

Quote:

bog beasts
I'll look into it.

Thanks for checking into this... I did many tests with these creatures but found them not useful because they would usually flee.

Cainehill March 3rd, 2006 07:01 PM

Re: CB 5.2 released
 
Quote:

NTJedi said:
Quote:

aim
Trust me, it's still plenty difficult to get it cast on the right thing.

sounds fine I guess... is there any difference between eagle eye and aim ?? Perhaps a future version can make some type of difference between the two. Just a suggestion.


Eagle Eye being caster-only isn't sufficient of a difference? It means the difference between a mage trying to cast aim on a slinger (and missing), and having the spell cast on himself.

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.

Morkilus March 10th, 2006 04:47 PM

CB 5.4
 
Just giving this thread a bump, see the new version.

quantum_mechani March 10th, 2006 05:34 PM

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

shovah March 10th, 2006 07:23 PM

Re: CB 5.4
 
i like me the sounds of those

NTJedi March 10th, 2006 10:55 PM

Re: CB 5.4
 

Any adjustment for Baleful Star ?

shovah March 11th, 2006 11:02 AM

Re: CB 5.4
 
i was wondering the same thing

quantum_mechani March 11th, 2006 02:27 PM

Re: CB 5.4
 
Yes, it is now 5 gems.

shovah March 11th, 2006 06:29 PM

Re: CB 5.4
 
good, seems more worthy of its effect (with the unmodded cost at 13 gems iirc)

Morkilus March 16th, 2006 09:43 PM

Changes between 5.4 and 5.2
 
1 Attachment(s)
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!

shovah March 24th, 2006 09:02 PM

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.

Wish March 24th, 2006 10:05 PM

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

shovah March 24th, 2006 10:18 PM

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

Wish March 24th, 2006 10:32 PM

Re: Changes between 5.4 and 5.2
 
yeah but it caps out at some point

Oversway March 24th, 2006 10:58 PM

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.

archaeolept July 9th, 2006 01:32 PM

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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