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-   -   Mod: Conceptual Balance Mod 1.6 (http://forum.shrapnelgames.com/showthread.php?t=43949)

quantum_mechani September 21st, 2009 04:43 AM

Re: Conceptual Balance Mod 1.6
 
MA Ulm could probably use some more help, but they can now equip black lords with Hero's Blades to counter a lot of stuff.

Endoperez September 21st, 2009 03:02 PM

Re: Conceptual Balance Mod 1.6
 
Quote:

Originally Posted by kianduatha (Post 711364)
I think not having the gems to spam Iron Angels nerfs them in comparison far more than, say, Tartarians(who are comparable price-wise).

Iron Angels are weaker than they would be with Blood Stones, obviously, and they aren't as good as I remembered them as. :(

Tartarians are more expensive (in both initial and summoning costs), but Iron Angels can't withstand much damage at all... Well, at least QM's last comment reminded me about a nifty little thing: Iron Angels are size 4! That could work well with the hero's blade.

Valerius September 21st, 2009 04:18 PM

Re: Conceptual Balance Mod 1.6
 
QM, any chance of some help for Eriu? I play them a lot so I'm biased but a while back you rated nations and I think on your own scale you rated them as weak. Great raiders only take you so far...

Edit: and Eriu is a clam capable nation so they should get compensation for eliminating gem gens. :)

iceboy September 21st, 2009 04:29 PM

Re: Conceptual Balance Mod 1.6
 
Quote:

Originally Posted by quantum_mechani (Post 711358)
Quote:

Originally Posted by iceboy (Post 711357)
Quote:

Originally Posted by Sombre (Post 710995)
You can find out the ID number of a unit from Edi's database (found in his sig) or by pressing shift I on the right click screen of a unit.

You can then use mod commands found in the modding manual to alter the unit.

Thanks! How would I get the Son of Niefel to stop spawning wolves? He is not in CBM mod but in game.

You would select his monster number, #clearspec, then add back in all of his other abilities (like cold res, etc).

Also note the Vampire Queen, Ghost King, and Prince of Death spawn a few troops. Not to mention a bunch of summons with spawn.

Thanks Q! Is there a list somewhere of all the units that spawn stuff?

Squirrelloid September 21st, 2009 08:20 PM

Re: Conceptual Balance Mod 1.6
 
Quote:

Originally Posted by iceboy (Post 711458)
Quote:

Originally Posted by quantum_mechani (Post 711358)
Quote:

Originally Posted by iceboy (Post 711357)

Thanks! How would I get the Son of Niefel to stop spawning wolves? He is not in CBM mod but in game.

You would select his monster number, #clearspec, then add back in all of his other abilities (like cold res, etc).

Also note the Vampire Queen, Ghost King, and Prince of Death spawn a few troops. Not to mention a bunch of summons with spawn.

Thanks Q! Is there a list somewhere of all the units that spawn stuff?

What's the big deal with a handful of freespawn? None of them make them in sufficient quantity to really matter.

Mother of Lions and Lord of the Gates both freespawn. I'm sure there are more.

chrispedersen September 22nd, 2009 12:00 AM

Re: Conceptual Balance Mod 1.6
 
Depending on the version of cbm, the spawn by the Lord of the Gates is *not* trivial.

iceboy September 22nd, 2009 12:58 AM

Re: Conceptual Balance Mod 1.6
 
Quote:

Originally Posted by Squirrelloid (Post 711492)
Quote:

Originally Posted by iceboy (Post 711458)
Quote:

Originally Posted by quantum_mechani (Post 711358)
You would select his monster number, #clearspec, then add back in all of his other abilities (like cold res, etc).

Also note the Vampire Queen, Ghost King, and Prince of Death spawn a few troops. Not to mention a bunch of summons with spawn.

Thanks Q! Is there a list somewhere of all the units that spawn stuff?

What's the big deal with a handful of freespawn? None of them make them in sufficient quantity to really matter.

Mother of Lions and Lord of the Gates both freespawn. I'm sure there are more.

Im trying to balance out the AI's for my single player games. All of the nations that have pretenders and units that spawn such as Lord of the Gates for Ermor just steam roll over all of the other nations.

It would not be a big deal if it were just a few free spawn but unfortunately a lot of these units begin to pile them up in droves after the game gets going.

Another example if you get two Jotun heroes as Niefel and you are cranking out 4 free hirdmen a turn. No AI nation can handle that unfortunately.

Lots of other examples like this. Ctis, Sauromatia, Ulm, among others...

I began to notice this pattern when the same nations were strongest in every single game I played.

Squirrelloid September 22nd, 2009 02:13 AM

Re: Conceptual Balance Mod 1.6
 
Well, some nations are supposed to run on 'free' units. LA C'tis and LA Ermor are prime examples - its not free if it takes mage turns to call them. (Ie, animating undead with undead priests, or calling gibbodai with the EA Rlyeh priests).

iceboy September 22nd, 2009 02:39 AM

Re: Conceptual Balance Mod 1.6
 
Quote:

Originally Posted by Squirrelloid (Post 711515)
Well, some nations are supposed to run on 'free' units. LA C'tis and LA Ermor are prime examples - its not free if it takes mage turns to call them. (Ie, animating undead with undead priests, or calling gibbodai with the EA Rlyeh priests).

Yes I have no problem with these type of situations...

Jarkko September 22nd, 2009 02:53 AM

Re: Conceptual Balance Mod 1.6
 
Quote:

Originally Posted by Valerius (Post 711457)
QM, any chance of some help for Eriu? I play them a lot so I'm biased but a while back you rated nations and I think on your own scale you rated them as weak. Great raiders only take you so far...

Edit: and Eriu is a clam capable nation so they should get compensation for eliminating gem gens. :)

Eriu can now take advantage of the wonderful naiad warriors. While not replacing the end-game clammin ability, a front of 30 naiad warriors who have fog warriors cast on them is just *mean*, and gives Eriu helluvalots of staying power.


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