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Re: Conceptual Balance Mod 1.41
The Visitor is broken as a CBM multihero because he's unique. When he appears in your capitol a second time, the first instance will vanish just like he'd been wished away. Not nice if he's leading armies about etc.
http://forum.shrapnelgames.com/showthread.php?p=686047 |
Re: Conceptual Balance Mod 1.41
Not sure if this is a CBM issue, but the Vanadrott's armor has exactly the same stats as that of Vanherses/Vanjarls, despite being "lightweight scale mail". It seems either an enc. decrease is in order, or a prot increase.
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Re: Conceptual Balance Mod 1.41
Is the moloch pretender any good in CBM?
I'd really like to use him some time, he looks cool for a nation heading towards demons, but all in all the prince of death seems to offer more. Also his paths aren't that useful to a demonic nation and 80 points for new paths... Can't the latter be changed to 30 or 40 to give him an edge against PoD (unless I'm missing something that does already)? |
Re: Conceptual Balance Mod 1.41
I think he has slightly more hps and somewhat better stats. He also gets 3(?) free Imps at start of combat.
I would also like he to be more useful as Blood is mostly no problem to increase for nation with access to it, and Blood bless isn't so useful. And he is more rare than PoD... |
Re: Conceptual Balance Mod 1.41
I propose that LA C'tis have all their national summons H level increased by one (at the very least)
reason: LA C'tis is supposed to be a reanimate power that depends on these guys; ergo they should be a good deal, but as people have pointed out they are not. consider this direct comparison: LA Argatha can summon a Tomb Oracle at Conj5 for 30death with 3E 3D 3H and a ton of hitpoints, plus their are not `lifeless' and can benefit from regen; these guys can also reanimate. LA C'tis can summon a Tomb King at Ench0 for 21death with 3H and a lot (but not a ton) of hitpoints, but they are lifeless and cannot regen; these guys can, of course, reanimate. The only reason that no one cares that Tomb Oracles can reanimate is because they are so good no one would ever waste a turn doing that with them. For 9 more gems they get a ton more stuff. granted, they are Conj5 vs Ench0, but given the gem cost (ie. you won't summon either of these guys for a little while anyway) and the fact that Conj5 isn't really that difficult to access, I don't think the research requirement difference is really meaningful. Lastly, LA Argatha has other things they can benefit from such that Tomb Oracles do not have to be an integral part of their strategy (LA C'tis cannot, I believe, say the same thing about their tomb summons). Given these points, C'tis' tomb summons really need a push. Conclusion: do something to make Tomb Kings/Priests/Consorts on par with at least other national summons!!! one extra level of H would be nice, perhaps a possible random in death too. |
Re: Conceptual Balance Mod 1.41
I have noticed that some Giants (Niefel Jarls + EA Sacred, Hinnom Ashdod & Hinnom Rephaim, Gath Anakim, the Rasharaja) have speed 3. I think this is an unnecessary advantage and odd too, why should these giants be as quick overland as most cavalry and fliers?
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Re: Conceptual Balance Mod 1.41
Well their legs are two or three times longer than humans.
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Re: Conceptual Balance Mod 1.41
Is the release very soon? Love this mod! :)
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Re: Conceptual Balance Mod 1.41
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There their advantage is just 7%~, to the 50/100% advantage against human strategical movement. And another note: Have you considered modding some of the magical sites? I don't know if it is possible, but I would at least like to see at least the Ultimate Gateway and Summoning Circle changed. |
Re: Conceptual Balance Mod 1.41
If it's possible I want to remove all uber magic sites like Ultimate Gateway. Everything over 20% for schools and I guess all sites with construction bonus. Changes like that are a bit harsh, so it may be a good idea to use it in single mod before putting it into CBM [but I doubt that people would really protest here, that sites are really game changing].
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Re: Conceptual Balance Mod 1.41
Interest objecting in a discussion thread for a balance mod :)
I would be happy if the few sites which provide benefit greater than any other are brought in line, or unbalances things too much in favor of the controller. I think the Sacrificial Circle and Ultimate Gateway are counted among those, though there can of course be differing thoughts on what constitutes "balanced" |
Re: Conceptual Balance Mod 1.41
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Ultimate Gateway, Sacrificial Circle, etc.. are practically the same thing but worse since the effect is not instantenous. If your opponent in the former example had Ultimate Gateway instead of "I Win Button", you'd still be happily playing the game, without knowing that you have in fact, already lost. Straight out confortational war? Ultimate Gateway guy wins since he has twice as much stuff as you have. Slow-grinding resource war? Ultimate Gateway guy wins since he can summon twice the guys you can. Blitz? Ultimate Gateway guy wins since he can instantly turn his gems into uber-cheap summon army. However, the site-modding commands are a bit limited, so you can't alter the school bonuses these sites give. If you want some unigue uber sites, I'd probably suggest changing them to give high amount of gems (like 5+). |
Re: Conceptual Balance Mod 1.41
For something like this I think it would be a good idea to make the game announce the discovery of unique sites like these to the other players, like global enchantments.
By a message as simple as "(NationX) has found (Name of Unique Site)," it would alter the game in that, while the nation with the site still gets the original benefit, he'd be more likely to get ganged up on. So he has a 50% Conjuration bonus there and can summon twice as much stuff for the same price. With that announcement, he's more likely not just facing one other nation anymore, but more like 2 or 3, maybe more if they can hit him from behind the his immediate neighbors with stealth armies or teleporting/trapeezing SCs. If he wants the privilege of keeping that site, he now needs to step up his game and be good to his friends in order to keep from being besieged on all sides by hungry nations that want the site out of his hands. Of course this isn't something that CBM can fix. I just thought I'd put in my two bits. |
Re: Conceptual Balance Mod 1.41
I have mixed feelings about OP sites. On one hand, they are a blast to find and make site searching exciting. On the other hand, I tend to agree that they can be the decisive factor in competitive MP games. It seems pretty harsh to invest months into a game, and ultimately lose because your opponent effectively was able to double his resources via a site. I'd be curious to see when people post wins, what key sites they had. My sense is that it makes a pretty big difference.
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Re: Conceptual Balance Mod 1.41
I have Summoning Circle in one MP game and I can honestly say it's game changing. My nation is weak on B [Midgard], but I can get hordes out of that site. Really hordes of vampires. And other nasty stuff.
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Re: Conceptual Balance Mod 1.41
well some sites should just show on the map so you get a sort of king of the hill fight for those provinces
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Re: Conceptual Balance Mod 1.41
I just want to state that I like the fact that there are some super-sites out there, it makes site searching exciting. But Ultimate Gateway is almost like having your own personal secret Arcane Nexus, it's just too much. Here are some ideas to replace the school bonuses on these sites:
1) Make them give lots of gems (like 5 or 6 in single type) 2) Cool recruitables. 3) Loads of money & resources? err.. that's pretty much it. Althought I have something to add on the "recruitables" scenario. Now that we have the "unique" command, we could make a site that allows recruitment of a special let's say Seraph(with gold cost like 1000 gold?) from a rare unique magic site (since he's unique recruiting him again would just result in him teleporting back). Seraph might be a tad extreme, but I'm just throwing the idea out there. Replacing the high school bonus site with these "SC sites" would still keep the excitment of site finding. The nice thing about the "SC's" would be that they would be pretty visible and not give some sort of hidden advantage. It might also be intresting to see someone to conquer the province with the SC site and make it suddenly switch sides in mid-war! It would be the obvious achilles heel to these guys. Since this would require sort of adding new units, it might be out of jurisdiction of CBM. But I seem to growing fond of this idea. Heh, looks like I'llbe taking on another modding project sometime in the future... |
Re: Conceptual Balance Mod 1.41
I think the rest of the players should be notified in the message log when a bonus site is found.
This represents rumours spreading around the world about this famous site. I don't think it should specify where it is exactly though? Maybe its just a myth. :) |
Re: Conceptual Balance Mod 1.41
I like that idea. It would be cool and maybe help balance things if it specified a region of provinces where it might be found.
"A merchant arrives with tales that a mystical portal called the Ultimate Gateway has been found. His tales indicate it could lie in X, Y. or Z province." |
Re: Conceptual Balance Mod 1.41
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But since we are talking about MP here, you could just devise a new rule on the games one hosts. Quote:
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Re: Conceptual Balance Mod 1.41
Hmm, I like the idea, really.
Maybe when I have time (and it can be added to llamaserver) I could make an external tool that does this. |
Re: Conceptual Balance Mod 1.41
Sounds like a good idea to me Burn.
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Re: Conceptual Balance Mod 1.41
Hrm. p3e or pyg could actually probably code this; the guy that did the msg checker.
All you would have to do is check compile a list of unique sites and search the turn file for them. If found modify the turn file to include a message to everyone saying "Player Y has found Site X yada yada yada". .*all*. |
Re: Conceptual Balance Mod 1.41
OK, yesterday I did a list of problematic sites. There's 19 of them, and most of them are rare + unique. Steel ovens and Mount Chining are uncommon, thought. I used the following criteria (thanks to archaeo in the dom3 IrC channel)
alt and const: max 0% conj and blood: max 20% others: 30% Code:
id# name era frq mask lvl type F A W E S D N B gold res sup unr exp lab fort runit1 conj alter evo const ench thau blood |
Re: Conceptual Balance Mod 1.41
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Re: Conceptual Balance Mod 1.41
An idea of such sites being announced to all players is good. Of course, it will require cooperation from those who find them. In this case, it's a pity that the current patch doesn't allow sites to be seen by scouts/scrying. Of course, this also goes beyond the mod scope...
As for unique recruits idea, I don't think it has any feasibility. By the time such sites are found and become useful, one more SC just isn't going to cut it. He will be much more useful if site is found at early game, but it probably won't be found at this time. "Lots of gold and resources" probably fall into the same category - they are useful at start, but not so much at lategame, while discount sites are other way around. |
Re: Conceptual Balance Mod 1.41
With lch's help, it looks possible that such a feature could be included in the llamaserver. That won't be for a couple of months though.
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Re: Conceptual Balance Mod 1.41
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That's pretty much the best fix. It takes away the most problematic aspect of these sites, the secrecy. Now their power has price. You found Sacrificial Circle? Congratulations, you can use it to attain great power. Just be prepared to defend it. At least the player who finds the site has two turns to reinforce his defenses. May I also suggest to make the post to other players pretty epic. I was thinking something along the line of the Dire Portent messages when someone casts a global. Different one for each site would be perfect, me thinks, but could be a lot of work. If there's need for it, I could take a shot at writing these messages (there probably are better writers out there, thought). In the mean time, I made a mod to eliminate the 19 problematic sites (DBS = Disable Bonus Sites). I've set them to rarity = 5, so that they cannot be randomly generated, only placed by map and mod commands. |
Re: Conceptual Balance Mod 1.41
Agree - that would be the best way.
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id [tab] Text [some sign that is never used like @][break] ... Or leave the id way and make just a line for every possible site ordered by ID. Text [some sign that is never used like @][break] for sites that should be announced - [break] for normal sites That would require the least amount of reformating. |
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Turn X: Player 1 finds Ultimate Gateway, starts sending in mages & protectors. Player sends his turn. The amazing program finds that Ultimate Gateway has been found, sends message to all other players. Turn X+1: Other players receive the message of the Gateway. NAP's are cancelled, Teleports & Cloud Trapezes casted, mayhem ensues*. So player 1 has turns X + (X + 1) to establish defences before any actual attacks & battles may happen. * Well, probably not. People are usually busy in MP and probably won't have resources to assault another player immediately just because he found a cool site. But you know, diplomacy might be tough if people know that you have a gateway. |
Re: Conceptual Balance Mod 1.41
In my MP game my neighbours know that I have Summoning Circle for 50 turns. And some of them tried to do smth about it, their lives were short and miserable :)
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Re: Conceptual Balance Mod 1.41
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Re: Conceptual Balance Mod 1.41
Seems to me that just cutting them is a little heavy handed. Since they can't be modified, a module could be built for CBM that disables these, but makes new versions with the same name, that are given weaker - but still useful - bonuses.
But it needs to be optional, so you can still have them available in SP, while also enjoying CBM. |
Re: Conceptual Balance Mod 1.41
BTW, Leprosy really has to cast at least 10D. And it can be too cheap at 10. It easily affects even mages.
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Re: Conceptual Balance Mod 1.41
you could give them other malussus though death 3, misfortune 3. but I have to admit that might not be enough.
Personally I think the message is a good solution though. |
Re: Conceptual Balance Mod 1.41
Death would be wrong thematically. Misfortune - maybe, for some.
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Re: Conceptual Balance Mod 1.41
I think there is a bug : agartha LA, blind fighter with A8...
CBM is the only mod I use. |
Re: Conceptual Balance Mod 1.41
do you have the latest version? (I seem to recall this was mentioned a few versions ago)
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Re: Conceptual Balance Mod 1.41
If you redownload, mathusalem, you will find that bug has magically disappeared.
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Re: Conceptual Balance Mod 1.41
though there are some that state it's not a bug but just a much needed balancing thingie for agartha
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Re: Conceptual Balance Mod 1.41
you're right, I had a older version, sorry !
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Re: Conceptual Balance Mod 1.41
Mother of monsters should really be able to command her auto-summons. As is, she has 5 magic command, which isn't enough to handle her own freespawn.
Jazzepi |
Re: Conceptual Balance Mod 1.41
Could Helheim get a bit of love in the next CBM? I know they were pretty well nerfed a while back.
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Re: Conceptual Balance Mod 1.41
Something I just noticed in Beyond: Shatter is range 10! How on earth are you supposed to hit anything with that? I doubt its high on the AI's priority list.
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Re: Conceptual Balance Mod 1.41
Yomi, Agartha, TC, Oceania before either = )
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