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-   -   Conceptual Balance Mod 1.5 (http://forum.shrapnelgames.com/showthread.php?t=43120)

P3D June 16th, 2009 02:36 PM

Re: Conceptual Balance Mod 1.5
 
I was playing EA Atlantis a bit, and noticed that the description of the War Shambler says they are equipped with Coral Glaives, while their weapon is Coral Spear. The same discrepancy exists in vanilla.
That'd give them +6 damage for the cost of 1 attack and defense score. Giving them a glaive and increasing their attack score should help their mediocre combat troops. Or just remove those penalties from the coral glaive.

chrispedersen June 28th, 2009 03:31 AM

Re: Conceptual Balance Mod 1.5
 
CBM1.5 cut the seduction rating of all units except satyrs in half, so that the ratings are now below what they were in the vanilla game. (And once again, seduction never works).

Black Sun Empire June 29th, 2009 04:28 AM

Re: Conceptual Balance Mod 1.5
 
EDIT: Worked out the answer myself.

quantum_mechani June 29th, 2009 03:14 PM

Re: Conceptual Balance Mod 1.5
 
Quote:

Originally Posted by chrispedersen (Post 698329)
CBM1.5 cut the seduction rating of all units except satyrs in half, so that the ratings are now below what they were in the vanilla game. (And once again, seduction never works).

Standard (vanilla) seduce value is 10, most seducers got changed to 12.

chrispedersen June 29th, 2009 04:21 PM

Re: Conceptual Balance Mod 1.5
 
As far as I saw, they all got cut to 12, except satyrs. I don't undestand the logic of that at all. Regardless, the combination of the MR check and then the seduction check means that once again seduction never works. I got 2 hits out of 54 attempts with oreiads.

A creature with a +5 awe due to beauty, should probably succeed more often than 2/54.

Sombre June 29th, 2009 04:50 PM

Re: Conceptual Balance Mod 1.5
 
Oreiad's have seduce 10 in vanilla. That's coming straight from the code. 12 in cbm is therefore a boost.

Succubus has 15 in its special seduction (the flying one) - this is boosted to 16 in cbm.

I don't know where you're getting the idea that they've been cut in cbm, other than perhaps bad results?

chrispedersen June 29th, 2009 06:11 PM

Re: Conceptual Balance Mod 1.5
 
They were 20ish in cbm 1.4 Or am I completely hallucinating?

Sombre June 29th, 2009 06:54 PM

Re: Conceptual Balance Mod 1.5
 
No they used to be stronger in cbm according to qm. But they proved a bit abusive.

Sombre July 10th, 2009 08:49 AM

Re: Conceptual Balance Mod 1.5
 
How about making Pythium's emerald guard poison immune? It would make them a perfect compliment to hydra (the other mapmove 1 heavy) and a bit more exciting. It could easily be justified - the eastern provinces of rome often featured stories about how people had eaten poisons at a young age and become immune (the most famous being mithridates of Pontus) - they could be the imperial food tasters as well as bodyguards.

chrispedersen July 10th, 2009 03:52 PM

Re: Conceptual Balance Mod 1.5
 
Why does pythium need a boost at all?
Additionally, they the empire legion were the guardians of the emperor... I can't see it as thematic.

Clouds of billowing poison.. dangerous creatures... and you're toting around tonnes of armor?


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