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Re: Conceptual Balance Mod 1.4
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*Arcoss the board cheap commanders/scouts with stealth 20 isn't quite what it seems. If the national version of these were the only options, I'd agree it's a bit pointless. But the independent versions of these everyone uses instead (becuase they don't eat fort turns) were not boosted, providing at least a tiny advantage to using something else. *Hammers for daggers sounds reasonable, not that there is any real effect. *Raptors and satyrs are not more expensive than human light infantry base game, I'm not sure why CB should change that. *Javelins seem pretty well balanced as is, I don't really want to mess with them. *I agree a bit with multiheroes, but there is no real way to scale them down without removing them altogether. And personally I think the vast majority of people are against removing any heroes WH adds. It's also really hard to imagine the heroes being unbalancing, I recall someone did a mod with far more crazy heroes, to rather mediocre game effect. *I'm actually really fond of the lady of springs, that's why in CB I tried to set her apart a bit from all the other titan options. I think she is reasonable if not outstanding choice for many nations (certainly more than the great majority of base game pretenders), though I would not be adverse to a good idea for improvement. I don't really see why forest survival is unthematic, she seems clearly a woodland type god. *I think it's pretty debatable whether astral or nature gems are better on the monolith, I don't have strong opinion either way. Luck effects seem less thematic however, and would also be harder to implement. *I didn't mess with the path cost on the lawgiver because it seems Illwinter must have felt it was an important thematic point, given similar pretenders path cost. *I don't see any particular reason you object to Nataraja magic? It should be considered that he is 0 points base game and almost all titans got 50 points cheaper or equivalent boosts. *Similar to the Lawgiver, the lack of glamour seems purposeful by illwinter. *Lower path cost on the lord of war would seem to imply a mage not a warrior. *I don't see a particular suggestion on the Deva? In any case she is a very decent expander I don't see why she has to be great at a bless too. *Boosts for mother of monsters is not a bad idea, but removing the monster spawn seems strange. *Hornblower is a bag, and one that only appears in worthy heroes by itself, not CB. *Heavy ashigaru armor only means it's slightly heavier than average ashigaru armor, which does not seem so unreasonable. Dominions has much heavier troops with stealth. *Extra morale for a scout is admittedly a rather frivolously change, but I'm not sure why it would be cause for compliant. I just thought he should get something for having a special sprite. ;) *Giving chariot commander super-human stats seems far more unthematic than a somewhat cheaper price. Though boosting the stats a few points, in addition to the price cut is pretty reasonable idea. *Odreiad seem quite usable and thematic as is, I can't think why I'd mess with them. *I can't think of a good reason to take away wind riders lances, which they also have base game. *Possibly modding Ulm axes to be shorter would be reasonable, but I'm not sure it would be particularly thematic or helpful. *Why should a warrior priestess cost more than a queen? Also, I believe it is similar base game. *I'm inclined to agree on the poison archers, but significant nerfs, especially nation specific ones, almost always result in backlash. *Reduced stats seems much more appropriate for the lowest class bandar than increased gold cost. *Boosting eagle kings is the last thing I want to do. *I think the palenkasha is still usually the best Lanka sacred even now, you might be right about the Asara though. *The slave troll was a ready made unit already in the game, that even mentioned Ry'leh. Given EA Ry'leh is widely regarded as one of the weaker sea nations, giving them the unit seems a nice addition. *MA Arco has the mounted commander base game as well. *You are probably right about the hoplite commander, however arco has too many military commander to properly differentiate. *Hurler sounds like a bug alright. *I don't see why I should reduce the Shuten-Dji's leadership, they are hardly uber units that replace all Shinuyamas other options. *Inter-nation balance is not the main goal of CB, but it's possible I could find some extra boost for Oceania. It should be noted CB does boost the early summons they can use greatly though. *I really don't like combining several human units into one, leads to all kinds of weirdness with things like soulslay. *Given that even now Jomon is most likely to recruit very little but samauri archers I'm reluctant to boost them back up. *Blowpipes do not get 2 attacks... though I must admit thats a nice idea. ;) *Bogarus cavalry: Not bad suggestions, though I'm a bit reluctant to so greatly revamp the way Illwinter set them out. *Various heroes: Most of what you mention was put in place by Turin, I have not gone over it with a fine tooth comb. However, people are in general against reducing the boosts Turin gave to heroes, even if they are somewhat marginal thematicness wise. *Ideally, I agree on demon whip. In practice, I'm afraid it would see little to no use that way. I did consider an only blood slave cost but that seems worse. Cris: 1. Gladiator is fixed. 2. I'll have to look into that. 3. I believe that should be fixed. 4. Hopefully I spotted that, pretty minor either way though. 5. Confusion has been bumped up to a2. 6. I'd much rather find other ways to boost Agartha than improve a summon so far overshadowing their others. 7. Not really opposed to this but it would be a fair amount of work. 8. Improving the range sounds quite reasonable. Anyway, I really do appreciate feedback, so I hope everyone keeps it coming. :up: |
Re: Conceptual Balance Mod 1.4
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Bartholomeus: A relic from dom2, where arch theurgs had 8 base encumbrance, so reducing it to 6 was a buff. Should be brought in line with dom3 arch theurgs, so a base of 3 would be fitting. Member of the third tier: black priests have 12, so I don't think 13 hp is too much for a hero unit. Hildegard: See this is what qm means when he says people don't like him removing buffs from my heroes. I made her basically a mage hero by giving her n2a2 instead of n1a1 she has in cbm. With n2a2 she obviously does not need good equipment. n2a2 is probably too good in dom3 though by giving ulm access to 2 new paths. So I'd probably boost her to n1 a2 and leave the equipment the same. Daidalos: Again a relic from dom2. Should be modified. Anthromachus: The problem was that it's really hard to make an army leader hero interesting/ worthwile compared to a bunch of indie commanders. His description mentions him being reputedly immortal, so I just made him immortal for real. King of Legends: Dunno I saw no reason to change his AP. Could be modified to be the same as a generic mummy. Master with the Iron Crutch: He has the body of a crippled old man. Why should he be tougher? Abasi: From the description:"He quickly flayed the animal and used the skin to swim unseen past his enemies. When he had passed the guards, he found himself in the camp of the enemy king. He took his log and thrashed the camp before the enemies could react." Sounds like an assasination to me. Ebuart: Castle def could be dropped, but it's a small buff and he is a guardian so it's somewhat fitting. Dwarf Elder: Again a (probably necessary) nerf from qm. They had forgebonus 20 in my version, which is probably too powerful, but forgebonus 10 would be nice. Lug: Should lose stealth per the developers intention. I had assumed it was an oversight since he has glamour and added it without giving it much thought. |
Re: Conceptual Balance Mod 1.4
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Maybe he should get boosted Precision then? ;) Quote:
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On spells: I don't see a sense of Spirit Curse costing a gem - iirc, it just curses 1 enemy, as per Curse which doesn't cost anything... Wild Hunt and Erinies look to get too low level - I think that thematically they should appear later in the game.. Summon Fall Bears - Bears themselves are less useful than other seasonal spirits. Maybe they should get some boost (fear/berserk/recuperation/just higher stats)? Bane for 4 gems seems too cheap As does Lamia Queen for 15. Maybe 20? Great Eagle I see no sense at 7th level even as commander... Lower level? Amphiptere I would prefer to be summoned in some numbers instead of being commander that can't lead anyone... Zmey (Bogarus again ;)) I would make somewhat more GoRable by giving some random magic picks (maybe look into item slots, too)... Summon Kappa - I would prefer to have a possibility of getting some troops of these guys. Is it possible to include 2 versions of the spell? Celestial Servant - I don't see use in him even at 1 gem apiece. Maybe he should get some non-combat bonus instead (unrest decrease, e.g.) Cavern Wight at lvl 1 seems too early... As does Telestic Animation at lvl 2. Especially if you consider nations with reanimating priests... Astral Window I think quite useful at cost 2 with no need for reduction (not that it matters much - it would eat additional gems for continuation anyway). Both Internal Alchemy and 1000 Year Ginseng are quite useful. I think they shouldn't get quite so cheap. Blindness seems too early at research 2. Hidden in Snow/Sand - while look slightly too costly in basegame, seem to get too cheap here. I'd think closer to 60, considering they produce both strong troops, thugs and added magic diversity... While I welcome Legions of Steel at research 1, I always use it anyway, so maybe it's too early here. Why Frost Fiend is cheaper than Devil? I think it actually slightly better and harder to get at (unless you're Niefelheim). Storm Demon I'd say is better than both and Demon Knight worse. Do you disagree? Hell Power seems too easy at path level 1. Yes, it's risky, but... Improved Crossbreeding seems to be cheaper than just Crossbreeding. Why? Why Demon Jester should be commander - and what a sense of it if he can't lead anyone? He surely isn't a good enough thug to summon as such... Why make Mound Kings poor leaders? They aren't useful in other qualities (except using Fire Bolas, that is). Also, I disagree with nerfing skeletons. :) Plus, shields are "rotten" - not "rotted" (don't remember whether this was mentioned already)! :) On items: There are several instances (at least, in separate item file) when 1 item appears several times. I don't know how the game handles this, but it can be bug-threatening. Ethereal Crossbow is one, appears as 0 and 4 levels? Demon Whip also. Boots of the Behemoth look too good for lvl 0. Bear Claw Talisman appears with mainpath 6 (!). Who needs it then? And Summer Sword gets const. level 0 - I think it at least useful enough for Lesser Items (2). All the best! |
Re: Conceptual Balance Mod 1.4
What about the Demon Whip being blood only q_m? Like 2B... It would be a weapon mainly for blood nations and it seems quite thematic, a demon that trades his whip for blood slaves :evil:
5 F gems only, seems a little cheap and easy... you decide anyway of course :D |
Re: Conceptual Balance Mod 1.4
Blood nations do not need a boost. Comparing blood and fire nations, fire is weaker.
I would keep demon whip 1F 1B. The cross path is thematic of demons, and it cuts down on the number of nations building it. Which I think is important, considering how dropping it down to con-2 is new, and the game implications unclear. |
Re: Conceptual Balance Mod 1.4
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Re: Conceptual Balance Mod 1.4
lol such small stuff, who cares :D
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Re: Conceptual Balance Mod 1.4
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I would say demon knight is in most situations better than the storm demons, I was very wary of overcheapening a high prot low enc troop with fear. Quote:
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Instead, they do exactly what jesters should, frustrate opponents by distracting assassins and commander targeting spells. They can also be used for simple tasks like carrying items and gems, building forts, possibly a chassis for spell casting items, etc. Quote:
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It does seem like there is quite a bit we disagree on, but that's fine. The mod is really for the sake of the community- on almost any aspect of, if you can find enough people that agree with you on a specific change I'm almost certain to implement/unimplement it. |
Re: Conceptual Balance Mod 1.4
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Originally Posted by Wrana Summon Kappa - I would prefer to have a possibility of getting some troops of these guys. Is it possible to include 2 versions of the spell? It would be some work, I'm not sure it's worth it. --> I would imagine they would mostly be used as a commander + troops.. so why not make such a summon spell for a bit higher cost, it's not like they are that powerfull. I still think most the rest is very small stuff and not worth the long long post QM has to make about it :D but that isn't my problem :D and I'll admit there are some points (those where QM agrees :D) |
Re: Conceptual Balance Mod 1.4
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