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Re: CBM 1.7 released
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My limited modding knowledge means I'm not sure if this has to be modded via map commands though, which might prevent it being an actual mod. (although nations starting commanders can be changed using a mod, so maybe commanders can be added as well, unless there is a hard limit of two) |
Re: CBM 1.7 released
Sounds great :)
Any idea where to start looking for how to get it done? And come to think of it, 20 is too much, even for a large game. 5 makes more sense if the idea is to keep it for flavor only. It will also allow nations not to go out of their way in order to get those hammers. The only difference from 1 is that it's less drastic so instead of turn off the lights they are just dimmed. |
Re: CBM 1.7 released
What's people's opinion on the different pretender prices?
... I'm thinking of the classic pretenders like Moloch, Prince of Death, liches, and Cyclops that I think aren't seen often enough now, as well as some high priced nationals like the Risen Oracle. |
Re: CBM 1.7 released
IMO the whole point of hammers and SDRs is investment, so the idea of adding them at the start sounds really strange to me. In fact, I certainly prefer removing them completely than adding them at the start, as it will only make you scratch your head trying to utilize them most so rushing const will be even more top-priority than with vanilla hammers. Again, as i said, in fact I see no problem with vanilla DH at all, other than few individuals trying to promote their playstyle for everyone else. SDRs are a bit too cheap for what they do OTOH.
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Re: CBM 1.7 released
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Re: CBM 1.7 released
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And right now 10+ unique summons for each nation will likely overshoot the mod spell limits by quite a way (until the next patch comes out at least). --------------------------------- Quote:
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Although the 'everyone rushes Construction' problem might be an unwanted drawback, but personally I think I'd still prefer limited hammers to no hammers. But I also think there is nothing at all wrong with Hammers to begin with, and I wasn't even aware anyone considered them a problem until this CBM version was released. Right now I'm also firmly in the 'leave hammers alone' camp, at least until someone provides some truly creditable evidence to why they are bad. As the reasons I've heard so far for nerfing hammers is far from credible IMO, and seem more based on some players just not liking them, and/or not liking the extra thought required during design and play with regards acquiring them. In theory, I'm all for modding-out broken aspects of the game (such as unlimited gem gens), but not for modding-out things purely on the basis that someone doesn't like them. But I do accept of course that the owner of a mod is free to do whatever he or she likes. The same way everyone is free to use whatever mods he or she likes for in their games. So if you don't like the changes a recent version of your favourite mod(s) has made, then don't use it basically. |
Re: CBM 1.7 released
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Imagine for a 2nd that there were items giving conjuration/enchant bonus. Then what, everyone would be forced to forge them. So if everyone forges them then it's the same as if no one forges them but with less MM. Nations that suffer greatly from no hammers need to be addressed by CBM. I think I have come a full circle and now am more open to accept the unique hammer change. |
Re: CBM 1.7 released
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Re: CBM 1.7 released
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I believe a lot of modders have used the Ashdod spells (for example) for their mod nations, since that nation is never allowed in most games anyway, so it's spell slot won't be getting used. But the Ashdod set of spells can only be used by one nation per game, (again I might be wrong with my knowledge of modding limits), which means it's currently not really possible to mod each nation to have a unqiue set of summon spells (unless it was a very small game, and all the other unique summons in the game were pinched and overwritten in order to get enough unique summon spells for everyone) |
Re: CBM 1.7 released
It's possible to add new spells that summon a particular unique unit. It's not possible to add new spells that summon one of a set (e.g. a version of Tartarian Gate, or the Ashdod unique summons). If you want one of a set then you have to overwrite another set like Calahan says.
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