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Re: Conceptual Balance Mod 1.6
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Re: Conceptual Balance Mod 1.6
Those same thematic grounds don't seem to apply to well to other nations where the gemtypes lurch around between eras anyway.
MA Ulm directly follows on from EA Ulm, so where's the nature income there? You're talking about a LA nation vs an EA nation, but I'm saying there aren't even site connections between many MA and LA nations. |
Re: Conceptual Balance Mod 1.6
After doing a bit of testing for the UWGIM, I realized that Phantasmal Warriors can get repel-killed. In fact, this seems to be one of the main ways they're killed in normal combats, as they only have 1hp. This seems excessively silly and Phantasmal Weapons should have a length of 6 to prevent this from happening.
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Re: Conceptual Balance Mod 1.6
Why is it silly? As soon as they're hit, the target realises they aren't real, because they're passng right through the weapon. Pop, they vanish.
Phantasmals aren't supposed to be good. |
Re: Conceptual Balance Mod 1.6
Simply saying that Phantasmals are supposed to suck is I would think the exact opposite of what this mod is trying to do--to make more strategies viable. As is, in Legendary Ordeals I killed Ulm's God with an unequipped ninja because the AI decided to spam Ghost Wolves. My ninja managed to actually hit one--and the other 7 Ghost Wolves killed themselves with repel. That...isn't right.
The flavor text actually says that they're difficult to hit, and the mechanism of their Phantasmal Weapon is that they only deal damage when their opponent believes in the attack. It says nothing about them disappearing at that point. And guess what? They actually are pretty hard to hit if they don't kill themselves via repel. There should be no reason that Phantasmal Warriors etc. should work strangely better against Wolf Tribe Warriors than others. It isn't even a hard fix, and it would give the spells the actual ability to tie up enemy troops. |
Re: Conceptual Balance Mod 1.6
I'd be ok with boosting them to length,... what are they on the graphic, axes? Length 2 or 3 or 4 if it's a spear I guess. But length 6 doesn't make sense. Neither does length 0, I admit.
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Re: Conceptual Balance Mod 1.6
It's a pretty brutal limitation though. Maybe add a gem of another type or replace one of the Nature gems, representing the weakening of the power of Nature under the curse?
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Re: Conceptual Balance Mod 1.6
I found a typo in the mod file:
#selectnation31 #hero5 2840 #end I did a quick search of the thread, which didn't turn up anything, so apologies if this has already been brought up. And I'm most certainly very sketchy on modding knowledge and how forgiving the game is about syntax, so apologies as well if this is one of those no-big-deal, the-game-reads-it-properly-anyways things. |
Re: Conceptual Balance Mod 1.6
And yet another report.
I posted a while ago about how the change to Rams Head the White Satyr, one of Pangaea's heroes, removes his ability to summon Satyr Hoplites. I just figured out that it does the same thing for Iszvat the Unwinged, EA Caelum's hero. Yeah, I know, Temple Guard suck, but nonetheless... In case anyone else finds this bothersome, here are the fixes for both (repeating the Rams Head one for ease of reference): For Iszvat's entry: #makemonster5 1289 -- re-enables Iszvat's ability to summon Temple Guard For Rams Heads's entry: #makemonster5 230 -- re-enables Rams Head's ability to summon Satyr Hoplites Am I correct in concluding from this that you can't mod any aspect of an existing unit that has a #makemonster summoning ability without eliminating its ability to do so (without specifically re-enabling the ability as done above)? |
Re: Conceptual Balance Mod 1.6
I believe removing summon allies from heroes was intentional, and was done to all the heroes who previously summoned allies.
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