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-   -   Mod: CBM 1.8 released (http://forum.shrapnelgames.com/showthread.php?t=47021)

Soyweiser February 10th, 2011 11:11 AM

Re: CBM 1.8 released
 
How is disease demon bugged? I used it extensively in BootCamp. Work pretty well.

And Diseasing 5% of a army is a rather nice effect. Sure it will not kill them now. But in a few turns it will thin out, get afflictions etc. Mages need regen items, or you need GoH, or the Chalice. Of course you never cast one rain of toads. You cast it that often that there are no toads anymore in the whole world. Toadicide! It is only 10 slaves. Disease demon is more expensive.

Edit: Fixing old age would be a nice benefit indeed. :).

About the *LOTS* remark, remember that price is linked to paths, so increasing the Chalice to N6S5 (now n4s3) it would cost 65N and 40S. But it would also require very large paths. I don't know if these are even accessible to C'tis, if balancing those nations is your plan. (And rushing to con8 would still be useful just to get a hammer :)).

Anybody ever try out what happens when you have multiple chalices in a game?

NooBliss February 10th, 2011 11:22 AM

Re: CBM 1.8 released
 
Or you could make Chalice non-unique, make Tarts GoRable again and increase their cost to, say, 30D.
Taking additional expenses into account, that should them on par with other SCs.

And on unrelated topic... how often do you see Flame Arrows in mp? Without CBM it's much easier to cast, and very effective. With CBM, I believe I've only seen it once. Also, they are F4 and Enchantment 5. Arrow fend, which makes FA obsolete, is much easier to cast and just a bit harder to research.
I think they are quite overnerfed.

thejeff February 10th, 2011 11:38 AM

Re: CBM 1.8 released
 
Another problem with making the Chalice cost LOTS (which it would need to) is that you can't do that without giving it really high path requirements. (6S6N)?
So most nations won't be able to forge it without a specially designed pretender.

Hard to make it common enough to let everyone access tarts and rare enough to not affect anything else...


Edit: Ninjas. Ninjas everywhere.

Soyweiser February 10th, 2011 11:54 AM

Re: CBM 1.8 released
 
Quote:

Originally Posted by NooBliss (Post 770691)
Or you could make Chalice non-unique

Does the word 'lore' ring any bells?

kianduatha February 10th, 2011 12:04 PM

Re: CBM 1.8 released
 
Tartarians are fairly luck-based right now and far more testing needs done to figure out how much they should be altered--in my testing afflictions were much rarer on commanders and only one out of 5 or so was disabled due to them, not the other way around.

NooBliss February 10th, 2011 12:22 PM

Re: CBM 1.8 released
 
Quote:

Originally Posted by Soyweiser (Post 770697)
Does the word 'lore' ring any bells?

Removing clams, hammers and sdr's, removing the astral part from obviously astral items, adding new stuff and making tartarian exiles impossible to restore already ruined it in my opinion, so I wont mind seeing Chalice non-unique. :D Or anything else.

WraithLord February 10th, 2011 12:44 PM

Re: CBM 1.8 released
 
I'm not sure I'm following you.
Quote:

Originally Posted by thejeff (Post 770673)
I still maintain the fundamental problem with Tartarians is the afflictions. More specifically, that at most two nations can heal the afflictions.

Which nations?- AFAIK only GoH and chalice can heal undead.

Quote:

Originally Posted by thejeff (Post 770673)
If you price them for those nations, then they're too expensive for everyone else. If you price them for everyone else, those two get hordes of cheap SCs. Removing the afflictions would be the best solution, but I don't think that's possible.

The afflictions are not that bad. Even feeblemind are comparable and better than say Ettin.

Quote:

Originally Posted by thejeff (Post 770673)
I actually think the GoR change makes it worse. Previously boosting the cost of GoR allowed you to change the cost of only the useful tarts. Whoever had GoR or the Chalice could heal them all and GoR as many as they could afford, but other nations could summon them, but only GoR the non-feebleminded ones, lowering their cost per useful tart.

I disagree. GoR gave you much much more ROI in terms of diversity even w/o chalice. In-fact I made it a habit not to rush for chalice and not squabble over GoH. In two games that I won I summoned many tarts and just GoRed some to get lots of good stuff.
The chalice is a different matter. I agree that it's problematic. I agree it should be seriously increase price and requirement raised. The main stream tart strat. should be optimal w/o it. Only players that would choose (and pay for) being able to forge it will benefit from it (but pay for it in pretender design and # turns to RoI huge chalice investment)

Quote:

Originally Posted by thejeff (Post 770673)
Now the cost is the same, but without Chalice/GoH you get roughly a quarter as many useful ones.

My point. They are still good. Just lower crazy factor and up price a bit.
If they could be made unhealable then it would be perfect.

Calahan February 10th, 2011 12:57 PM

Re: CBM 1.8 released
 
Wraith is asleep today I see :)

Quote:

Originally Posted by WraithLord (Post 770702)
I'm not sure I'm following you.
Quote:

Originally Posted by thejeff (Post 770673)
I still maintain the fundamental problem with Tartarians is the afflictions. More specifically, that at most two nations can heal the afflictions.

Which nations?- AFAIK only GoH and chalice can heal undead.

The nation who has GoH up = 1 nation
The nation that has the Chalice = 1 nation

Hence, "at most two nations can heal the afflictions" :)

WraithLord February 10th, 2011 12:58 PM

Re: CBM 1.8 released
 
GoH up => Overwrite it.
Chalice forged => Wish it.
(So the two nations claim is based on false base assumption - that they are immutable and can exclusively abuse said mechanism)

:)

That said, chalice is still too cheap and GoH as well probably.

Edit:
Oh, and I ain't asleep, just a long day at work and still haven't had a good evenings pampering of hot bath, cool beer etc :-)

thejeff February 10th, 2011 01:29 PM

Re: CBM 1.8 released
 
Quote:

Originally Posted by WraithLord (Post 770702)
Quote:

Originally Posted by thejeff (Post 770673)
If you price them for those nations, then they're too expensive for everyone else. If you price them for everyone else, those two get hordes of cheap SCs. Removing the afflictions would be the best solution, but I don't think that's possible.

The afflictions are not that bad. Even feeblemind are comparable and better than say Ettin.

Those that have full slots, maybe. Feeblemind also cuts mr. I'm not sure offhand what Ettin mr is.

Quote:

Originally Posted by WraithLord (Post 770702)
Quote:

Originally Posted by thejeff (Post 770673)
I actually think the GoR change makes it worse. Previously boosting the cost of GoR allowed you to change the cost of only the useful tarts. Whoever had GoR or the Chalice could heal them all and GoR as many as they could afford, but other nations could summon them, but only GoR the non-feebleminded ones, lowering their cost per useful tart.

I disagree. GoR gave you much much more ROI in terms of diversity even w/o chalice. In-fact I made it a habit not to rush for chalice and not squabble over GoH. In two games that I won I summoned many tarts and just GoRed some to get lots of good stuff.

I think we may be agreeing here. I've used much the same strategy. Summon many tarts, GoR those w/o feeblemind. With the new changes that doesn't work: You summon a lot of tarts, but only a fraction are commanders, and only a fraction of those aren't feebleminded. GoR doesn't work on them, so you don't get to pick which ones you put the rest of the investment into.

Quote:

Originally Posted by WraithLord (Post 770702)
Quote:

Originally Posted by thejeff (Post 770673)
Now the cost is the same, but without Chalice/GoH you get roughly a quarter as many useful ones.

My point. They are still good. Just lower crazy factor and up price a bit.
If they could be made unhealable then it would be perfect.

They can be made unhealable. Remove Chalice and GoH from the game.

Making them better and more expensive doesn't help, nor does making them worse and cheaper, because neither changes the balance between those who can heal them and those who can't. Before you could pay roughly half the cost upfront (Gate) and then only pay the rest (GoR) on those that were worth it. Now you have to pay the whole cost upfront. That changes the balance. Without Chalice/GoH you now pay just as much for roughly 1/4 the SCs, before you only paid the GoR cost for the SC ones.

WraithLord February 10th, 2011 02:44 PM

Re: CBM 1.8 released
 
*one hot bath later ;) *

Yeap. We do actually partly (fully?) agree. I see that :D

Let's break it down to three discordant factors:
A. GoR. check. 1.8 nailed that.
B. GoH. Yes. Too good Synergy, too cheap. But - at risk of overwrite and total loss of (GoH) investment. In your avg MP game you'd see GoH change hands precisely for that reason.
C. Chalice. Yes. Too good, way too cheap. Should be much more pricey. But- can be wished. Have you ever participated in a chalice wish war?- I have - It's for real.

So, A is overnerf of tarts. Some sort of compensation is needed for such supposedly bad-*** monsters. I mean dom would be poorer w/o them and at 1.8 settings they may become a rare sight.
B+C should be addressed as well by CBM though IMHO are less acute than A.

Now comes D into play: namely EDM and it's summons, by light of which death centric nations are, as of 1.8, at a disadvantage in the high end SC/Diversity summons section.

kianduatha February 10th, 2011 03:09 PM

Re: CBM 1.8 released
 
Quote:

Originally Posted by WraithLord (Post 770709)
*one hot bath later ;) *

Yeap. We do actually partly (fully?) agree. I see that :D

Let's break it down to three discordant factors:
A. GoR. check. 1.8 nailed that.
B. GoH. Yes. Too good Synergy, too cheap. But - at risk of overwrite and total loss of (GoH) investment. In your avg MP game you'd see GoH change hands precisely for that reason.
C. Chalice. Yes. Too good, way too cheap. Should be much more pricey. But- can be wished. Have you ever participated in a chalice wish war?- I have - It's for real.

So, A is overnerf of tarts. Some sort of compensation is needed for such supposedly bad-*** monsters. I mean dom would be poorer w/o them and at 1.8 settings they may become a rare sight.
B+C should be addressed as well by CBM though IMHO are less acute than A.

Now comes D into play: namely EDM and it's summons, by light of which death centric nations are, as of 1.8, at a disadvantage in the high end SC/Diversity summons section.

But...you're saying in the same breath that Chalice/GoH are 'too good' for their effects on Tartarians and that EDM makes Tartarians an inferior choice. You can't have everyone simultaneously rushing to the Chalice/GoH for Tartarians *and* not even bother with Tartarians. If the majority of nations don't particularly care about Tartarians because they have other options, then there won't be such a rush to the Chalice...it'll just be a race among the Death-centric nations, most of which have other options as well. Right?

Jarkko February 10th, 2011 04:14 PM

Re: CBM 1.8 released
 
I am starting to think Possession might be slightly broken.

If you use Possess with a mage that is on the hero chart, then you can also mummify the hero back. Slightly schizo situation, the hero is both a mummy and the possessed unit, at the same time. Although techincally you see the hero with both the new name (the possesseds name) and the old name (the mummy). I suppose that is ok, although it sure feels odd when you think about it (perhaps not worth thinking too much :p ).

The best thing: If the unit you possess has seen many fights (like tough units tend to do, and incidently it will be a tough unit you want to possess), it instantly rockets to hero status. Again that is technically ok I guess, but I sure felt my jaw drop when I saw that :eek:

WraithLord February 10th, 2011 04:20 PM

Re: CBM 1.8 released
 
"If the majority of nations don't particularly care about Tartarians because they have other options, then there won't be such a rush to the Chalice...it'll just be a race among the Death-centric nations, most of which have other options as well. Right?"
That is a big if and remains to be seen. That said, I tend to think this is exactly what will happen, but here there's something much better than speculation: just wait a bit for real MP feedback re. post 1.8 Tarts.

iRFNA February 10th, 2011 04:31 PM

Re: CBM 1.8 released
 
Quote:

Originally Posted by Jarkko (Post 770716)
I am starting to think Possession might be slightly broken.

If you use Possess with a mage that is on the hero chart, then you can also mummify the hero back. Slightly schizo situation, the hero is both a mummy and the possessed unit, at the same time. Although techincally you see the hero with both the new name (the possesseds name) and the old name (the mummy). I suppose that is ok, although it sure feels odd when you think about it (perhaps not worth thinking too much :p ).

The best thing: If the unit you possess has seen many fights (like tough units tend to do, and incidently it will be a tough unit you want to possess), it instantly rockets to hero status. Again that is technically ok I guess, but I sure felt my jaw drop when I saw that :eek:

This makes me want to create some sort of possession mummy chain. Like possess a unit, get in the HoF, empower it 1 astral, possess a new unit, mummify the HoF unit, repeat. I'm not sure if it'd be very practical but it would amuse me greatly.

Actually, wait.. Don't the mummies come back with magic? Or is that only twiceborn? Which leads me to my next question: can an undead mage possess something?

Corinthian February 10th, 2011 05:28 PM

Re: CBM 1.8 released
 
Quote:

Originally Posted by Executor (Post 770631)
Also, the race for the artifacts kinda got well much less important.
Even if you manage to hit construction 8 first it doesn't matter as you certainly won't have enough gems to make proper boosters and than the important stuff you need/want, even with very high site frequency which coshes more problems that it solves.

The thing about rushing to const 8 was that you had to sacrifice a lot to get there first. If you rush construction and get attacked in the meantime there's a good chance you won't ever make it there as you'll be dead since you wasted research on construction rather than summons and battle spells to defend or attack.

And even if you hit construction 8 first, ok, you managed to get a few good artifacts before you blew all your gems away, so now what?

Yea. This is what happened to C'tis in the game we are in BTW. They had awesome research. Highest of any nation by a good margin. But terrible everything else. And when I attacked them the best thing they could put up against me was skelly spam, witch I was prepared for and could counter. They must have bet it all on the artifact/Tart race and spent all that research on construction/conjuration.

And yea. I think I was the third guy to get const 8 and there were still many useful artifacts left by then.

Quote:

Originally Posted by WraithLord
If the majority of nations don't particularly care about Tartarians because they have other options, then there won't be such a rush to the Chalice...it'll just be a race among the Death-centric nations, most of which have other options as well. Right?"
That is a big if and remains to be seen. That said, I tend to think this is exactly what will happen, but here there's something much better than speculation: just wait a bit for real MP feedback re. post 1.8 Tarts.

Tartarians are actually kind of meh right now unless you have the chalice or GoH up.
In the same game I have actually had both the research and the mages to summon tartarians for a couple of turns now. But because I have neither of the above ways of healing them, I have felt that my mages and boosters time were more usefully spent doing other things.

Like sending ghost riders at people. I never quite understood why they halved the cost of it. Those things are nasty!

Jarkko February 11th, 2011 12:44 AM

Re: CBM 1.8 released
 
Quote:

Originally Posted by iRFNA (Post 770720)
Actually, wait.. Don't the mummies come back with magic? Or is that only twiceborn? Which leads me to my next question: can an undead mage possess something?

Yes, mummies have all magic paths. Yes, undead mages can possess. Yes, dead mummy heroes can be re-mummified.

Makinus February 11th, 2011 07:02 AM

Re: CBM 1.8 released
 
The possession "bug" can be fixed by simply changing the name/description of the spell to "Mind Clone" or something other and changing the description that the mage clones his mind in the target unit, making it a commander, but the original body dies in the process... so the "cloned" commander would not be the original unit, only a copy, and the original could be mummyfied to bring it back....

WraithLord February 11th, 2011 07:10 AM

Re: CBM 1.8 released
 
Any suggestions on good use for possession as LA Man?

NooBliss February 11th, 2011 07:21 AM

Re: CBM 1.8 released
 
Abominations?

Jarkko February 11th, 2011 07:26 AM

Re: CBM 1.8 released
 
Some more things on Possession, so that they do not come as suprise.

You can possess mercenaries. For example, yes, it means a nation who can possess and grabs the Eternal Knigts will absolutely 100% certainly possess the knights (who doesn't love super-knigts who also are H2 priestsm, for the cost of one astral pearl each?).

You can possess indies, of course. In case you didn't know, a Shark Knight thug is pretty nasty (give him a shield of gleaming gold, lucky amulet, some AoE weapon and watch the carnage; for giggles I tried a Shark Knight (admittedly with Holy Scourge (and a lucky amulet)) against a Fire-brand equipped Bane Lord, and to my amazement the Shark Knight won without a scratch).

Anyway, Possession will give Man and Bogarus all new possibilities for thugs. For Ulm Possession does feel slightly too good, what with their cheap astral mages and strong bloodeconomy (demon and devil thugs are pretty darn good).

Jarkko February 11th, 2011 07:34 AM

Re: CBM 1.8 released
 
Quote:

Originally Posted by WraithLord (Post 770769)
Any suggestions on good use for possession as LA Man?

Gargoyle of course. Any mercs with good units (I mentioned Eternal Knights above), LA Man should have the money to grab any of the good mercs. Crusher, maybe even living statues. If you find cheap astral mages (like the sage guild) you could possess a couple Longbowmen -> give the other Black Bow of Botulf and the other Ethereal Crossbow, and send them SC hunting (they'll always hit the target, with a few exp stars their precission will be ridiculous), the enemy will see just "Longbowmen" in the scouting report and won't see the trap.

Soyweiser February 11th, 2011 12:20 PM

Re: CBM 1.8 released
 
I like that you are on a possession/GoR high. But I don't totally agree with all your conclusions, some sound a bit, inefficient. I would rather get a Sleeper to fire the crossbow. Prec 15. Good thug chassis, great leadership, only 8 gems, and your mage lives. :)

Did you find any other units that have hidden magical paths? (These I have found so far: http://dom3.servegame.com/wiki/Gift_of_Reason )

And you can confirm that the mercenary doesn't disappear when you stop hiring them? (Aka, you tested this?).

And what was the disease demon bug?

And while I keep asking questions, could I have a water gem?

Makinus February 11th, 2011 12:55 PM

Re: CBM 1.8 released
 
I´m having fun with LA Ulm and possession.... using Illuminated Ones to possess experienced Black Guards is cool... they go straight to the Hall of Fame and get a heroic ability... excelent thugs....

kianduatha February 12th, 2011 02:06 AM

Re: CBM 1.8 released
 
QM put out 1.82 for the brave of heart, mostly bugfixes(and cheaper Tarts!) http://www.llamaserver.net/quantum/

Log:

Proofreading (only some bits in the end)
Added spell "Drain Magic" for MA Ulm
Added spell "Blessing of Iron" for MA Ulm
Carrion dragon gained vine shield-like ability
Carrion Woods for EA and MA Pangaea is now Enchantment 6, costs 90 gems
Carrion Woods for LA Pangaea is now Enchantment 0, costs 50 gems
Mass Polymorph gained an AOE (10)
Blowpipe removed from Sapper (has Pickaxe and Crossbow again)
Niklatu bug fixed (id 266 -> 379)
Flood of Life bug fixed (was accidentally Astral)
Fire Bola now a fire item again (was Astral)
Duskdagger bug fixed (was not changed by mod because of typo)
Lord of the Wild given spreaddom 2 like other titans
Fixed MANY typos and minor bugs spotted by Stavis_L (from CBM 1.7 thread)
Fixed Shura upkeep bug
Restored iceprot and ressize 2 to some Caelum units which had lost them
Manticore given new "Tail Spines" ranged attack (pioneered by the AwesomeGods mod but independently suggested)
Manticore prot increased to 10 (from 7)
Fixed Wayward Star (missing ")
Commented spells which were meant to be commented out
Iron Walls cost up to 3 gems
Tartarian Gate reduced to 8 gems
Phantasmal Attack actually 4 gems
Phantasmal Army 1 gem (was 2)
Greater Augury also requires 1s (was bugged)

1.81 changelog errors:

Robe of invulnerability made e4
Golden lance (not golden spear) given false fetters

Jarkko February 12th, 2011 06:52 AM

Re: CBM 1.8 released
 
Quote:

Originally Posted by Soyweiser (Post 770798)
And you can confirm that the mercenary doesn't disappear when you stop hiring them? (Aka, you tested this?).

Yes, tested and confirmed. I tried with several different mercs (not just the eternal knights).

Quote:

And what was the disease demon bug?
The more troops there are present in the province, the less relatively get diseased. I thought it was a percentage, but anecdotal evidence proves it is not (at least after some critical point). The disease demon is one of those things that sound wonderful when you read the description, then you wonder why you went and wasted the resources on the thing...

Quote:

And while I keep asking questions, could I have a water gem?
Sorry, just ice-crystals around here at this time of the year.


A Sleeper of course is better SC hunter than a lowly Longbowman. There are two problems though:
1) LA Man has no mages who could summon a Sleeper, and no indy N mages either can summon a Sleeper. So you need to have a pretender who can do that. Not to mention you desperately need your nature gems elsewhere. Compare that to the price of an astral pearl and a mage worth less than 100 gold (like I said, only worth it if you have access to some cheap astral mages).
2) Enemy will see the Sleepers in scouting reports. Anybody with half a brain might suspect something if all of the sudden they see Sleepers in a province next to a SC; meanwhile Longbowmen are what you are *supposed* to see in a scouting report in a Man province :)

Jarkko February 12th, 2011 06:53 AM

Re: CBM 1.8 released
 
Excellent to see the 1.82 released. My pet-peeves seem to have been fixed too, yay :)

Soyweiser February 12th, 2011 07:38 AM

Re: CBM 1.8 released
 
Quote:

Originally Posted by Jarkko (Post 770901)
Quote:

And what was the disease demon bug?
The more troops there are present in the province, the less relatively get diseased. I thought it was a percentage, but anecdotal evidence proves it is not (at least after some critical point). The disease demon is one of those things that sound wonderful when you read the description, then you wonder why you went and wasted the resources on the thing...

Methinks you are confusing http://dom3.servegame.com/wiki/Harvester_of_Sorrows with http://dom3.servegame.com/wiki/Infernal_Disease

The hiding the special longbowmen is a nice trick. Still don't like to permanently lose a mage for that btw. As you also lose all their RP potential for the rest of the game.

kianduatha February 12th, 2011 09:07 AM

Re: CBM 1.8 released
 
But...you could just recruit a Forester who has the same precision and doesn't require killing an astral mage to get. And is stealthy.

Peter Ebbesen February 13th, 2011 09:01 AM

Re: CBM 1.8 released
 
Quote:

Originally Posted by kianduatha (Post 770916)
But...you could just recruit a Forester who has the same precision and doesn't require killing an astral mage to get. And is stealthy.

True, but if a forester is set as part of a trap for SCs he won't be hiding and may show up on the scouting report.

So while the niché for using possessed longbowmen with anti-SC weaponry as part of a trap is rather small, the cost is small too - 1s and an astral mage.

But hardly a mainstream strategy. :D

WraithLord February 14th, 2011 06:00 PM

Re: CBM 1.8 released
 
CBM 1.82 "forest of a thousand eyes" descr:
"The sorceror reaches makes a connection through the spiders of the forest he occupies to the spiders of a distant forest."

Is the bold part a valid English phrase?

WraithLord February 14th, 2011 06:20 PM

Re: CBM 1.8 released
 
Hey, I'm all for giving Machaka power since it was seriously UP but, isn't foul sacrifice too much?

It costs as little as 4N, 80 gold and one turn of mage recruitment to get 5 hunter spiders. Combine that with F9 or W9 or both bless and the fact that it's pre researched (lvl 0).

Is there something I'm missing since them hunters are solid all around unit with only possible weakness of size and mediocre+ MR.

On the good side: I love the nice touch of extra power to the sorceress.

I'm really curious how will Machaka do in MP post 1.82. I have a feeling that players expecting the old weakling nation are in for a nasty surprise :)

Jarkko February 15th, 2011 02:26 AM

Re: CBM 1.8 released
 
Oh, it summons black spiders? Oooh. I thought from the description is the grey ones, and thought the spells is pretty meh.

Hmm. Interesting :)

WraithLord February 15th, 2011 03:19 AM

Re: CBM 1.8 released
 
You get a small ver. of them hunters, then on the next turn they grow to full size. It's pretty amazing and I'd really like to hear accounts of how 1.8 Machake fares in MP.

I tried it in SP and IMO it's seriously more powerful than before as a result of a number of additions and small touches.

WraithLord February 15th, 2011 11:18 AM

Re: CBM 1.8 released
 
Yucks, I failed MR resist check for the spell "possession by greater pedantic spirit" :shock:

Some more typos (bold):

"The Divine Emperor is the ruler of the Empire. He is the son of the previous Emperor, who was deified upon death. As the Son of God, he has great power. With power comes arrogance and now the Son of God claims godhood himself. The Divine Emperor is not a warrior and travels only by palanquin. In battle, the Emperor's presence inspires fananticism and bravery."

"The Bandar are large, black apes who tower over their fellow apes and monkeys. The colour of their caste is red, the colour of blood and war. The Bandar are the warrior caste and although few in number command great influence. The Rakshasas allow lesser Bandar kings to rule the monkey people. The axe is a weapon used only by the Rajas. Unlike the sword it is not a noble weapon in and of itself, but it comes with the power to execute, a power of the king. Fear of retribution inspires brave deeds from the Raja's troops in battle."

"
The Father of Winter likes it cold and his physical power increases in cold provinces. He is constantly surrounded by a large whirlwind of snow that will freeze anyone nearby. He is a master of the magics of Winter, and the freezing wind of the north.
"

"
The Lord of the Summer Plague is a titan claiming dominion over the summer heat. With the heat comes drought and famine, plague and pestilence. The lion-headed Lord is a god of death, while his bow strikes men with sure and deadly illness.
" (double space)

"
Cave Drakes are huge reptiles that are almost imprevious to damage. This Cave Drake has been trained to warfare by some Agarthan master trainer with the aid of a magical whip. They are scarred, fierce and quite ill-tempered from the constant whippings, becoming enraged at slightest provocation.
"

"
Daidalos is a genius who crafts automatons and strange devices. His engineering skills earned him his place as head of Lykeion. He perfected the winged harness, which he named after his unfortunate son, that the soldiers use in battle. He built the great maze that protected Asterios during his early years. Daidalos is very good at crafting Mechanical Men and Clockwork Horrors, which he builds in his spare time.
" I actually don't get what this sentence was supposed to mean and not sure it's syntactically valid :)

"
The Coral King is the oldest living reef dweller, rivalling the age of many of the Basalt Kings. His magical skill and respect among the reef dwellers are sources of great suspicion for the Basalt Kings, but he has proved too useful to be done away with. Coral crafting is his invention, and he has gained great skill in it over the years.
"

"
The Future Queen is the most influential of the Basalt Queens. She is able to see the future in her dreams and prevent bad events in the province where she resides. She is a strong-willed leader of the atlantean race and very resistant to all forms of magical coercion. Recently she has seem some disturbing dreams of an alien race and unreal horrors dominating the seas. The Future Queen has now stopped dreaming and has come to serve the Awakening God to prevent the vision.
" seen?

IIRC from english classes, shouldn't all "atlantean" be changed to "Atlantean"?
There are many such mistakes and I could post them here as well.

"
Uru'gallu is a lizard of few friends. He has served as a mercenary in several kingdoms and never cared abut the politics of the lizard kings. Recently, Uru'gallu became aware of the rise of Pretenders and decided that if he was to live under the yoke of godhood it would not be the yoke of a pink human god with xenophobic priests. Uru'gallu is tremendously strong and his scales are thicker than any known in C'tis. It is said that his mother mated with an alligator, but few actually believe it. He fights with his jaws and morningstar of black iron, and always wears black scale mail.
"

Unfortunately, there seem to be more such glitches. QM/llama, would you like me to post them?

Festin February 15th, 2011 11:32 AM

Re: CBM 1.8 released
 
Quote:

The colour of their caste is red, the colour of blood
It is British spelling, as opposed to American "color". Both are correct. Or is there some other mistake I fail to see?

WraithLord February 15th, 2011 11:40 AM

Re: CBM 1.8 released
 
Nope. I'm used to American spelling and wasn't aware of British spelling :)

llamabeast February 15th, 2011 06:03 PM

Re: CBM 1.8 released
 
WraithLord (and others) - please do post any typos you find, I will hunt them down! (Already fixed the ones you listed and am about to submit them to qm.)

WraithLord February 16th, 2011 05:10 AM

Re: CBM 1.8 released
 
Cool.

BTW, I gave the foul sacrifice some thought and I guess it's ok.

Yes. It costs as 4N + 80 gold and you get 5 hunters after three turns (a- recruit mage, b- cast, c- wait a turn for them to grow).
Compare to just recruit them which costs 400g and one turn and not losing a turn for mage recruitment.

Now, imagine the surprise when the enemy beseiges your research center and then all of a sudden you sacrifice your researchers to get an army of W9/F9 hunters :D

More typos:
"
This warrior belongs to a group of C'tissian mercenaries serving under the hero Uru'gallu. They are tough elite slave warriors who have survived many combats alongside their commander. Although Uru'gallu is not an especially charismatic leader, he does not care for the social status of his fighters and treats them better than most commanders of C'tis. They have tough scales like their master and are better equipped with shields and helmets. They call themselves 'The Sons of the Alligator' as a crude joke towards the ill rumor concerning Uru'gallu's mother.
"
double space

"
The tribe of Levi are known for their fanaticism and religious fervor. It is the only tribe allowed to train priests. Sometimes a particularly pious Levite emerges to claim prophethood and lead other Levites. These Nabi'im are not trained in the temple and are regarded with some suspicion by the Gittites. To secure faith and loyalty, they are given the outfit of a Kohen Gadol. The Nabi'im's fervor is such they spread dominion wherever they tread, and bands of Levite zealots follow them to the ends of the earth.
" is

"
The Goliath of Gath is the greatest warrior in the realm. He is the champion of the Gibborim, the mighty men, and stands taller than even the Serens of the Palace of the Sage King. The Goliath loves to pound lesser foes to the ground as he mocks their gods. He is utterly ungodly, sprouting heresies and desecrating icons of false faiths whenever possible. It is rumoured that he has some blood of the Nephilim flowing in his veins and that he was fathered by one of the three Sons of Anak. The Goliath is a skilled and strong warrior that has not lost a single battle, and in his arrogance refuses to wear a helmet.
"

"
The mysterious Trickster is an ancient half-giant, birthed in a time long past when the Jotuns and Vanir married one another. He took part in the war against Aesir and fathered three monstrous children with Angerbodå. The Trickster is gifted with cunning and is skilled in crafting illusions. He loves to play seemingly random tricks and pranks on those around him. But beneath his trickery lies a sinister plan, for he has been prophesied to play a great part in the war of gods. Pantokrator imprisoned him by poison, but now he has escaped and come to serve the awakening god to fulfil his destiny. The Trickster is a skilled sorcerer and a master of illusions. He can spread chaos and confusion amongst the enemy ranks. However, his mischievous pranks will cause unrest in the province where he resides.
"

"
Hashi Saburo is the legendary leader of the Aka-Oni Samurai company. Saburo and his companions painted their armors red and tricked their enemies to believe that they were Red Devils of the night. His bravery and cunning is widely known and his company is almost fanatically loyal. Hashi Saburo wears a red demon mask that has been enchanted by a powerful Shugenja to induce fear in enemy troops.
" Should it start capital?

"
The Kharahasara is a Rakshasa, a demon-ogre of Lanka. Smaller than other Rakshasa, Kharahasara are men with the features of rabbits, strong, hardy and swift of foot. Though smaller than other Rakshasa, they are quick and defeat their opponents through cunning and skill rather than brute force. They are sneaky and mischievous creatures and they do not eat flesh, preferring grasses, shoots and flowers. However, they eagerly seek young human girls, but do not devour them. Instead, they spirit them away for a time, after which the girls are permitted to wander home, dazed, dishevelled and often pregnant. They are also skilled in the magics of nature and air to play their mischievous tricks. They are considered sacred to the monkey people.
"

"
Angelique was a simple peasant girl who witnessed the destruction of her home village at the hands of the Inquisition. Before the blazing flames, she swore to avenge her family. For years she fought the Inquisition as best she could, be it alone or with brigands. But a horrible incident changed her utterly; after witnessing her brigand friends feasting upon the flesh of a slain Friar, she abandoned them and went to the Inquisition to confess her sins. She was tested in the House of Just Fires and was deemed righteous and given absolution. Angelique now serves the Inquisition with a burning hatred of Ermorian heretics. She has killed dozens upon dozens of Ghouls and has slowly become immune to their poisoneus claws.
"

Jarkko February 16th, 2011 06:19 AM

Re: CBM 1.8 released
 
WraithLord, Dominions 3 uses British spelling in the game. You seem to list british spelling as typos, while I believe it is actually the american spelling that should be considered typos in this case for the sake of consistency :)

WraithLord February 16th, 2011 08:28 AM

Re: CBM 1.8 released
 
Fair enough.Currently I am knowledgeable to the fact that "colour" is British spelling of color. cool. What else that I listed?- Surely not all typos are due to British spelling unless you want to imply that hunting poisoneus snakes are a fulfiling activity for the average British ;)

Jarkko February 16th, 2011 08:50 AM

Re: CBM 1.8 released
 
Quote:

Originally Posted by WraithLord (Post 771234)
Fair enough.Currently I am knowledgeable to the fact that "colour" is British spelling of color. cool. What else that I listed?- Surely not all typos are due to British spelling unless you want to imply that hunting poisoneus snakes are a fulfiling activity for the average British ;)

Rumoured, fulfil, company and dishevelled are all proper words and grammatically correct.

You might also want to check out online dictionaries, or for example even the Wiki article on the matter :)
http://en.wikipedia.org/wiki/America...ng_differences

I hope that fulfils your needs :)

llamabeast February 16th, 2011 08:57 AM

Re: CBM 1.8 released
 
I thought dominions used American spelling?

WraithLord February 16th, 2011 09:42 AM

Re: CBM 1.8 released
 
:lol Maybe it uses Klingon spelling ;)

Jarrko, thanks for the spelling tip. I can now consult with a British spelling dictionary when fishing for typos.
However, the decision which spelling to use belongs to CBM gods (who hopefully be inline with IW gods intentions).

llamabeast, by which spelling net would you like typos to be fished?

Jarkko February 16th, 2011 09:45 AM

Re: CBM 1.8 released
 
Quote:

Originally Posted by llamabeast (Post 771238)
I thought dominions used American spelling?

Now that you mention it, it has always bugged me why colour is color half the time in Dom3... The Sword of Many Colors, national color etc. Then again, colour is used for stuff like skin colour (C'tis Desert rangers), chosen colour (like the apes of Bandar Log, or the tribes of Gath).

Maybe even the devs are not sure wether to use American or British spelling?

Makinus February 20th, 2011 09:22 AM

Re: CBM 1.8 released
 
just an update on the new "Possession" spell: it is useless with mercenaries...

You get the mercenary troop as a commander and it remains with you after the mercenary contract ends, but you cannot assign any unit for it to command (so leadership status is useless) and it will disappear the first time it enters combat (it does not show up on the combat, it just disappears)...

I do not see it as a bug, as non-mercenary units got using "Possession" work normally, more as a "feature" so you cannot abuse the spell to get all Eternal Knight for example....

Soyweiser February 20th, 2011 11:27 AM

Re: CBM 1.8 released
 
Wait, but who said that it did work?

Jarkko February 20th, 2011 11:42 AM

Re: CBM 1.8 released
 
Errr, what? I definitively used Possession on mercs and they didn't disappear anywhere. Which merc did you test with to get that result?

Makinus February 20th, 2011 12:40 PM

Re: CBM 1.8 released
 
1 Attachment(s)
Eternal Knights, with LA Ulm, using Loemedor map... They only disappear when they enter a battle...

Attached is the savegame, only CBM mod enabled with the Loemedor map...


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