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Re: Conceptual Balance Mod 1.6
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Blindfighers do have 11 strength to help them out a touch. |
Re: Conceptual Balance Mod 1.6
Roman troops use short swords also, so that would also be a boost to troops that probably don't need it too badly.
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Re: Conceptual Balance Mod 1.6
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Re: Conceptual Balance Mod 1.6
Talking about swords:
Anyone else also thinks its unthematic that a big and heavy 2-handed weapon like e.g. the Wraith Sword does less damage than many single handed weapons? Generally i think the magic items could still use quite some balancing work in CBM. Just to name a few: - Fire Brand and to a lesser extend Frost Brand are overpowered for the cheap prize imo. -Hell Sword and Wraith Sword are extremely underpowered on the other hand,they have to offer much more bang for the buck in order to compete with single handed weapon+shield. We got a 25 Death gem/15 slaves + 10 fire gems weapon here,with just average stats,below average and not even AP damage,nerfed life drain,using two hand slots.Thats just plain terrible. (Also i would like to see the Shadow brand to be on par with the other two (nerfed) brands,AN damage would be thematic here imo) |
Re: Conceptual Balance Mod 1.6
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I have never used Iron angels, but that sounds like a great suggestion. |
Re: Conceptual Balance Mod 1.6
I just had some thoughts on middle age Ulm. Are you able to mod the starting sites of a nation. If so would you be able to give ulm a starting site that allows it to collect an extra 100 or so resources per turn? The theme of the nation makes it sound like they should have access to a high resource site.
I will also add my voice to the opinion that ulms armor encumbrance should be reduced further. Contrary to popular belief, plate armor was easy to move around in. They were specificially designed to give knights mobility. If Ulm has such genius smiths, they should have been able to create armor that is stronger and just as easy to move around in. Not only that, but ulm is a nation that is tough and strong, and specifically trained to wear armor. They should be able to wear armor, and be less effected by encumbrance then other nations. I don't know the formulas enough to say what the best encumbrace should be, but don't be afraid to give the encumbrance a value of 5 or 6. Do that, or else give all umlish troops a natural reinvogration. The reinvogration would simulate their toughness,resilence and trained ability to be less effected by armor. |
Re: Conceptual Balance Mod 1.6
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Frost brand and fire brand could use maybe a one step price increase, but iirc QM tried this before and people complained until it was changed back. As for the shadow brand, again I don't think it is that bad. With fear and/or quickness it is actually much better than a fire or frost brand most of the time imo, at least at killing chaff. Unfortunately, you can't really alter the stats of weapons with item modding. Basically the only change you could make to improve or weaken any of them would be to change the secondary effects they use. For example if one really wanted to they could double to damage of the shadow brand's aoe and make the fire brand's aoe do one damage. But you cannot alter the actual weapon itself. |
Re: Conceptual Balance Mod 1.6
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Re: Conceptual Balance Mod 1.6
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Thats very sad. I really think that e.g. Wraith Sword having like 16 base damage or so would be much more thematic. Thanks for the info. Maybe giving it 50 or 100% CR,+some kind of fear effect+reducing the price then. I agree,that the Hellsword is better in comparison,but still most of the time it isnt really an option because of superior brand+shield kits. Maybe giving it 100%FR and a slightly better berserk effect? 2 handed weapons just have to offer quite a lot for its big downside. Is it possible to change the damage type to AP damage? |
Re: Conceptual Balance Mod 1.6
Huh? You can change the stats of weapons like the wraith sword no problem via current weapon mod commands.
It can certainly be given 16 base damage. The code would look like this: #selectweapon 110 #dmg 16 #end You can't give it better berserk or fire res or anything like that because those are item effects - I guess that's what rdonj was referring to. Essentially items (forged stuff) may grant weapons and armour (things that appear under the stats on the unit info screen) which have the same name as the item, but they are NOT THE SAME THING. |
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