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Re: Conceptual Balance Mod 5.0
hordes of mindblast ......
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Re: Conceptual Balance Mod 5.0
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Re: Conceptual Balance Mod 5.0
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Re: Conceptual Balance Mod 5.0
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Btw:
Milita #18 still has 2 shields in CBM 5.0 !! Obviously, there's some ordering of the slots involved, and equipment seemingly does not have a 'type': The shield from the mod overwrote the helmet, but didn't erase the shield already there. So, if you wish to alter the equipment of a given unit, list all of it's intended equipment in the mod. Maybe even clear the unit completely... http://www.shrapnelcommunity.com/thr...-militia18.png |
Re: Conceptual Balance Mod 5.0
About Vine Ogres : I don't find them ultra-powerful, but
1/ They are an incredible bargain at 1 to 4 Ogres PER GEM ! Cite me anything even marginally useful costing that little... For example you can get 32 of them for the cost of those famous Drakes http://forum.shrapnelgames.com/images/smilies/wink.gif 2/ The whole Ogre Factory stuff is totally gamey. With say 10 natures/turn, every 2 turns you get an Ivy King (summoned by a previous IK with a Mace), all kings set to Ogre summoning, you get ridiculous masses of Ogres. Kind of same than clam-hoarding, gamey ... So it has to be addressed, the most obvious way being to prevent auto-summoning of IK so at least you've to devote some mage(s) to do the work !! |
Re: Conceptual Balance Mod 5.0
Clams and Fetishes do not burn that well, though ... http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Conceptual Balance Mod 5.0
Spirit Mastery comes to mind in the "cheap bunch of troops" department. Spirits are about as expensive as Ogres, are a lot easier to summon, and can still be useful (Stealthy+Ethereal+sheer numbers for annoyance).
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Re: Conceptual Balance Mod 5.0
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Clearing the unit completely is not usually necessary. However, weapons and armor must be reassigned. This assumes that there is going to be the same or greater number of weapons or armor, or this sort of thing results. I'm not sure about the weapons, but it certainly seems that way for armor. I had assumed that the first #armor command for a specific monster nullifies previous armor assignments, but apparently the #clear command must be used. This is again something that the modding manual is silent on. Edi |
Re: Conceptual Balance Mod 5.0
The #armor command seems to work in the following way:
When modifying a unit the first #armor command overrides the first slot(usually a helmet), the second command the second armor slot(usually the armor), the third command the third slot( the shield usually). It doesnīt matter what kind of armor it is, you can easily give a unit three helmets.You canīt assign more than 3 armor s though. So for modding purposes you always have to list all the intended armor, except when you only want to modify the helmet, or you only want to modify the helmet and the armor. But to avoid mistakes Iīd always list the full intended equipment. #Weapon seems to work the same way, but you can assign 4 weapons to a unit. |
Re: Conceptual Balance Mod 5.0
Hrm. Any news on a 5.1? A week or two back it sounded like one might be coming soon...... |
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