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Re: Conceptual Balance Mod (and readme file) 1.00
You're right that LE Mictlan was the main reason for the Dagon nerf. However, I think he is hardly a shabby pretender now, a great turn 2 expander with good prot, fear, and easy-to-acquire-awe, and the slots to keep him relevant later in the game. And besides he has the bit in the description about weak magic.
With the thoumaturgs, the problem was that their crazy levels of reanimation were (together with the great sacred troops) making the nation the juggernaut of ME, and greatly marginalizing the nation's normal national troops. The grand thoumaturgs actually weren't so bad as they were, being capital only, but the ones recruitable everywhere could just be scaled to insane levels. Providing troops, research, and great magic support (with nether darts) you could make a formidable nation even with no other recruitable unit. I probably would have left the grand ones as they were, but it I didn't want to leave a weird gap in available priest levels. As for the change summary doc, I don't think I'll have time to work on it any time soon, but Mork did show me a preliminary version of one he made, so he might be working on it. Oh, and yes, the demon bane works as Edi says in both base and CB. |
Re: Conceptual Balance Mod (and readme file) 1.00
Then I'm rooting for Mork ;]
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Re: Conceptual Balance Mod (and readme file) 1.00
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I've restored the Grand Thamaturg and Dagon for single-player, and hope you will do the same to your mod so I won't be unhappy playing them in MP anymore. We use your mod, it's exceptional. |
Re: Conceptual Balance Mod (and readme file) 1.00
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For the thoumaturgs... I suppose a solution might to make the lesser thoumaturgs capital only too, and give the cultist some death magic, then I could put the grands back as they were. However, I have a feeling people would overall find this approach even more annoying. Anyway, I do appreciate the input, it's the kind of thing that really does help polish the mod. |
Re: Conceptual Balance Mod (and readme file) 1.00
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Blessings seem a no-brainer with LA Atlantis, as their sacreds (25g, 10 resources) are ideal for sloth. Additionally, Atlantis can take an extra cold pick and react well to a death scale for a total of 360 design points. Not using a bless strategy makes the sloth strategy much less appealing, as you will almost surely be forced to take order to support your high-resouece cost units. A strategy of massed mournfuls is possible, and can work under sloth, but as they are not resistant to cold, they are often taken out by the Angakok's falling frost, powered by their 8 precision of suckage. Additionally, neither the mournful or Arssartut have a shield, leaving the Ice warrior and Ice guard at 37 and 39 resources a pop respectively as the only LA Atlantis units with them. As an interesting side note, the Mournful's sprite has a shield, but the unit itself has only a halberd. To wrap all this up, LA Atlantis is a good challenge. It can be an exceptionally powerful nation if it is allowed to control the seas... which it often can with only R'yleh (and ermor) as a challenge in the Era. Unfortunately, like Caelum, the heavy resource cost of it's best infantry units is a huge problem throughout the game. Unlike Caelum, LA Atlantis have 10-resource sacreds and the Dagon as a potential awake, awe-9, W9 trampler. This redeeming feature IMO was critical to the limited success I have had with them in MP. |
Re: Conceptual Balance Mod (and readme file) 1.00
You find tungaliks' poor ...? Sure they're not Seithkona's but sacred ghost gripping frozen hearters are not that shappy in LA. I should also point out they are excellent leaders with the ability to command undead, regular troops, magical all at once. Also I find spamming LA harpoon throwers not bad and the ability to dominate waters should never be dismissed ... Angakok may have precision 8 but the nice synergy of falling frost + cold res troops and the ability to both skel spam/shadow blast is very nice. Who cares if they can't construct worth a damn, death gems can be used for oh so many things and I'm actually pretty fond of water summons now.
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Re: Conceptual Balance Mod (and readme file) 1.00
Just a random point - the blowpipe doesn't get the precision bonus because in the .dm it has #prec 2 instead of #att 2.
I just downloaded the individaul bits version of CB and I'm going to try it out a bit. I think the scales and maybe the spells will be my first port of call. |
Re: Conceptual Balance Mod (and readme file) 1.00
Oh and one other thing - does someone have a list of all the new idnumbers used for sites, weapons, armor, monsters, nametypes etc? I could look it all up and write a list myself, but that would be somewhat pointless if one of you has this lying around.
It would help a lot with making CBM compatible mods. |
Re: Conceptual Balance Mod (and readme file) 1.00
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Ulm - Fortune Teller Arcoscephale - Mystic Man - Magister (this guy ain't that great either, but in a drain faction) Ermor - Spectator Marignion - Royal Navigator Mictan - Take your pick T'ien Ch'i - Choice of 4 better ones Jomon - Shugenja + two main mages Argathea - Servant of the Oracles (not amazing either, but at least it can forge and cast some national summon rituals) Abyssa - Warlock Apprentice Caelum - Caelian Seraph (prob the best 100-150g mage in the game, unless perhaps it's the Harab Seraph (145g, AD(AWED) C'tis - Keeper of the Tombs (bad) Pangaea - Black Dryad (not great, but they do get their choice of DDNNN or EENNN main mages, plus two rather weak dryads) Midgard - Volva (A+) Patala - Two 250g mages, plus a 160g Guru and a nice communion slave in the Yogi R'lyeh - Star Child, Star Spawn Only Man (drain nation), C'Tis (reanimator nation), and Pangaea (two 5 path mages, plus stronger nationals) have secondaries that are as poor as LA Atlantis. With that said, I'm a fan of these guys, especially the sailing and the amphibious nature. They can be a pretty big pain in the ***, tho I think their gimmicks are often not enough to make them a player in LA. |
Re: Conceptual Balance Mod (and readme file) 1.00
I couldn't be bothered to wait to be told there's no ID usage list for the mod, so I went ahead and made one. After all, if you want something done,....
Counterbalance complete 1.00, new slots used up: ----Weapon slots used: 659, 708-10, 751-5, 768, 769 ----Armour slots used: 252-264 ----Monster slots used: 2851, 2877, 2888, 2890-2892 ----Site slots used: 890 Despite the weird spreading around of monster numbers and weapons, this is actually compatible with quite a few things. Most importantly, Worthy Heroes. It's also 99% compatible with the Late modcombo 1 I posted, although those mod nations are balanced for use with vanilla, not CBM. I still plan to make CBM versions of Ulm Reborn, Vaettihiem SE and Zepath's 4 late nations,... but I'm wondering if people are interested in seeing that or not, since most CBM users play strictly multiplayer and mods don't seem at all popular in MP games. |
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