.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Scenarios, Maps and Mods (http://forum.shrapnelgames.com/forumdisplay.php?f=146)
-   -   Conceptual Balance Mod 1.4 (http://forum.shrapnelgames.com/showthread.php?t=41930)

quantum_mechani January 11th, 2009 05:32 PM

Conceptual Balance Mod 1.4
 
1 Attachment(s)
Some of the changes, from 1.3:

*Many Bogarus and Jomon summons improved.

*Boulders bypass shields (modding method thanks to Sombre).

*Several low level blood summons improved.

*Hidden in snow/sand cheaper.

*Ether gate slightly cheaper, and ether warriors map move 2.

*Man's wardens cheaper and map move 2.

*Bogarus cavalry bug fixed.

*Son of Fenris cheaper, gained wolf summoning in dominion, and auto casts Howl.

*Enchanted forest bug fixed.

*Death bless +1 damage.

*Clockwork horrors cheaper.

*Oracle got fortune telling instead of gem production.

*MA T'ien Ch'i fortunetelling improved.

*EA Ulm warriors are more ambidextrous.

*Bakemono-sho made size 1.

*Farstrike no longer precision 100 (targeted mages too much)

*Many units missed by IW's Great Stealth Upgrade fixed (ghost, ghost king, vampire queen, sirin, likho, great druid, etc.).

*Eater of the Dead cheaper and further improved.

*Light cavalry without lances made even cheaper.

*Some Ashdod mages reduced in power or made more expensive.

quantum_mechani January 11th, 2009 05:33 PM

Re: Conceptual Balance Mod 1.4
 
1 Attachment(s)
Split version.

DonCorazon January 11th, 2009 05:37 PM

Re: Conceptual Balance Mod 1.4
 
Thanks QM! Hehe, I am gonna miss Farstrike - the poor man's soul slay in CB 1.3! :)

Redeyes January 11th, 2009 05:40 PM

Re: Conceptual Balance Mod 1.4
 
Ashdod mage changes:
Zamzummite lost one E/D Random.
Talmai Elder now 500 from 400 gold
Rephaite Sage now 200 from 175 gold
Hope I didn't miss anything...

Tifone January 11th, 2009 05:58 PM

Re: Conceptual Balance Mod 1.4
 
Woo! :) New version, nice :cool:

Only a minor point... May I ask why the improvement of the Death blessing? Death at high level is so strong as it is imho...

(I'll miss Farstrike too :o )

quantum_mechani January 11th, 2009 06:07 PM

Re: Conceptual Balance Mod 1.4
 
Death magic itself is pretty strong, yes. Ideally I would have liked to balance the truly bad level 9 blesses like air and blood, but unfortunately that's not possible. But death 9 certainly doesn't measure up to blesses like earth, and it is one of the few I am able to mod, so hopefully some change is better than nothing.

meister_miagi January 11th, 2009 07:44 PM

Re: Conceptual Balance Mod 1.4
 
Thanks for this update, I really like the changes!

I noticed a little bug: you forgot an #end after the Great Black Bull, so the Son of Fenrir changes don't work.

I found some typos in the descriptions, I can fix them and post the changes here if you like.

KissBlade January 12th, 2009 02:41 AM

Re: Conceptual Balance Mod 1.4
 
It's ok. No one will use the Son of Fenrir anyway!

JimMorrison January 12th, 2009 06:38 AM

Re: Conceptual Balance Mod 1.4
 
Quote:

Originally Posted by quantum_mechani (Post 666089)
*Man's wardens cheaper and map move 2.

Apparently the Lord Warden has too much on his mind to keep pace with his troops, and is still 1/9 rather than 2/9. :shock:


And thanks for the change to Hidden in XXX, I am looking forward to making use of them from time to time now. :D

quantum_mechani January 12th, 2009 05:03 PM

Re: Conceptual Balance Mod 1.4
 
Thanks for the bug hunting, I may make a 1.41 version in a week or so if more appear.

meister_maigi: Any proofreading would of course be greatly appreciated.


All times are GMT -4. The time now is 08:01 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.