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Re: CBM 1.8 released
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On topic: Yay, CBM 1.8! Thank you QM for your continued efforts in making the game more fun, interesting, and balanced. Boo naysayers. |
Re: CBM 1.8 released
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Edit: also there is a big problem with game development that you are never ever allowed to nerf something, or take something away, or a lot of players start to cry. This makes it very hard to undo game design mistakes. (Which currently, gemgens are. (It could be fixed if the gems showed up in the graphs, and if it was easier to take out the gemgens (Lets say, immobile slotless units)). Quote:
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And Asinjas, Shishi don't generate new gems etc (which is what a forge bonus actually is, a way to "generate" gems by using less of them). You need to put them in harms way, attack the enemy, get his lands. For them to be useful. (Sure they gen RP, but everything does, and there are cheaper ways of getting RP). The controversial item removals all made it easier to reach the point where you couldn't do anything about a runaway leader anymore. Once the jadeknife dompush started rolling, it could only be stopped by ganging up on the player. Once you had enough hammers for all your mages you would just get a defacto 25%+ gem bonus each turn. Which all made nations with easier earth, or w3n1 access to strong. Sure there are still spells, and sites which do this in the game. (A alteration 20% site can also create this situation, just as casting certain globals, or even certain nations are build for it (LA Ermor for example)). But you can at least see a lot of these coming, you can dispel the global, take the site, etc etc. They are counterable. (And I would never advocate for creating penalties for the leader, as that would create neverending games. These kind of games should have runaway leaders, but not runaway leader problems). Quote:
But feel free to create your own custom CBM mod. Remove the item cost boosts, put the hammers, SDR, and knives back in. I'm sure there are still a lot of players willing to play your games. Quote:
Gold, gems, mageturns (and thus fortturns) are the main resources of this game. They matter. And gold and mageturns matter even more for a blood nation. (you have one additional research path, and less researchers). Quote:
Inclusion of gemgens, hammers, and sdrs makes it easier to increase a small lead into a big lead. After your basic needs are met (upkeep, expansion, some defense and research) you can pour the rest of the resources into these three classes of items, to quick increase your lead. With hammers a 2 e site was more valuable than a 2 d site. because after 10 turns the 2e would not be 20 e, but a permanent reduction in forging costs. Sure you should still be able to use a small lead to create a bigger lead. But it should be more about the armies clashing, conquering territories, casting extremely powerful spells, etc. Not using your labs to forge equip to forge more equipment. Not all games should be won in the forge. Quote:
http://z7.invisionfree.com/Dom3mods/...?showtopic=120 http://forum.shrapnelgames.com/showthread.php?t=45850 And I said it wasn't counterable. As preaching doesn't really work that well. And a indy priest with a JK generates 6 temple checks. |
Re: CBM 1.8 released
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The reason for this is the bug whereby each slave sacrificed generates two temple checks. So an H3 priest with a jade knife can sacrifice 5 slaves for a total of 11 temple checks (including the one from the temple). With a dom10 nation that's 11 candles per turn per temple - quite extreme. Removing the jade knife reduces this to 7 candles/turn/temple. So, it's still a very powerful strategy and you shouldn't feel that it's been nerfed to oblivion. Edit: I forgot that there is an issue whereby preaching doesn't help much. I think it's to do with turn order - perhaps the preaching happens first, and can then be overruled by the blood sac. That would make sense - say you have loads of H3 priests in your capital, your last remaining dominion stronghold. They all preach and raise your dominion to 10 (for the sake of argument - actually preaching can't raise dominion that high). Then 20 black candles from blood sac appear and you're left on -10 dominion and lose the game. I think the SDR thing is very complex and I'm not sure how I feel about it. I think probably I would be in favour of restoring the SDR and increasing the costs of all blood spells by say 50%. I could easily automatically write a mod to do this if people thought ut was a good idea. However this solution only addresses the balance part of the issue, and not the micromanagement issue. I have never played a blood nation into mid game, so I don't know how annoying SDRs are. |
Re: CBM 1.8 released
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Unfortunately just increasing the cost of blood spells runs into problems because you can't alter the cost of blood items. I think a lot of the Tartarian kneejerking is forgetting the fact that you'll still get commander Tartarians about 1/5 of the time. They haven't disappeared--they're just more expensive in mageturns and gems. That being said, Shattered Soul can probably go back down to 10% and their HP nerf can be reverted and they'd still be fine. |
Re: CBM 1.8 released
Tarts are over nerfed.
Please consider a few numbers: * It takes 1 turn + 30 gems to summon 2 shishis that eat tarts alive. * It takes 1 turn + 60 (i think) gems to summon 1 ember lord which properly equipped is at least on par with a tart. * It takes (avg of) 5 (mage) turns and (avg of) 60 gems (assuming 12 base cost) to get one tart commander which is likely to be afflicted and is idle 25% of the time (or worse - razing your temple or such). So it's actually more gem expensive (since you get 25% less actions) and more vulnerable (strategically) since you can't be sure he'll march with the rest of the army but opt to do crazy stuff making it a sitting duck. * All the nations can summon (parts of) EDM stuff, so all 7 paths but death have good thug<->SC chassis => Death centric nations are now at a disadvantage. |
Re: CBM 1.8 released
Well, once I owned north-western corner of Karan as dom9 Aby and sacced with 12 or so H3's with knives and still even my closest neighbors weren't domkilled. I don't know, maybe I didn't try hard enough, but it seems you can counter dompush if you're prepared for it by building enough temples/priests on the border. And when your efforts become obvious usually good players will try to gang on you. Maybe on smaller maps it can win a game, though.
Anyway, I think these cases are pretty rare and don't need special fix, as it's still part of the game as Executor said. |
Re: CBM 1.8 released
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Does it look like I'm suffering from the lack of income? That's not some theorycraft, thats my own playtesting results - nations with B2 mages took a rather slight hit, not nearly as hard as these with B1 or no blood at all. Edit: Quote:
Gemgens could, indeed, create problems in huge games. Huge hidden income that cant be taken away from you. Hammers are nothing like that. Hmmm let me guess... Do you also think one shouldnt have to diversify into all magic paths, being able to win with just their starting 'Air 4, water 2, astral 1, death 1' picks on national mages? :) |
Re: CBM 1.8 released
Come on NooBliss, you're deliberately misrepresenting what Soy's saying. He's a smart guy making reasonable points even if you don't agree with him - it's not helpful to keep on building straw men of what you're claiming he's saying then beating them down.
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Re: CBM 1.8 released
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Change it into: The controversial items, which where removed, all made it easier to reach the point where you couldn't do anything about a runaway leader anymore. |
Re: CBM 1.8 released
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I think blood is the only thing that no one is completely happy with just yet. There are a number of solutions that could be gone for here, and none of them seems logically to include SDRs being returned. The only reason these items cause such a fuss is because people have been used to being spoiled by them. |
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