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CBM Confusion
Is there somerwhere/anywhere a summary of CBM changes?
If I read the change log's correctly it only notes the changes from the last CBM, right? So if I want to know the changes in effect, I need to read the Change logs from CBM V1.0 forward to the version I am playing. I did dig a little in the old threads. CBM 1.3-1.5 do have the change log in the zip. CBM 1.6 had the 1.5 change log. CBM 1.7 had none Someone has an link to the CBM <1.3 change log's? CBM 1.3 Quote:
CBM 1.41 Quote:
CBM 1.5 Quote:
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CBM 1.7 Quote:
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Re: CBM Confusion
Unfortunately, CB has not really had a complete change-log since Dom 2. Even the backtracked changelog is not really complete as there are minor tweaks that don't make the list. That said, most changes should be fairly readily apparent to anyone considering X option (pretender, recruit, spell). Items are the only really tricky things, I have been thinking of making a special log for them and any changes to summoned unit stats.
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Re: CBM Confusion
Why not just make a cbm item table just like in the manual?
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Because it is not just "just". The creation of CBM is a rather large investment of time. If you think it is useful to make a item table, make one yourself. People will be thankful.
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Re: CBM Confusion
If I were somehow able to get my hands on all versions of CBM I could then post a version by version diff here. So that it will be easy to follow the exact changes over time.
First things first, let's see if such a diff is useful. Example: 1.0 and 1.1 diff legend: line number (CBM 1) & c(hange) or a(ppend) & line number (CBM 1.1). < - from CBM 1 > - from CBM 1.1 Code:
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Re: CBM Confusion
I only recently started playing with CB, and since it's currently v1.82 and doesn't seem to have a central source of documentation I've been struggling to find a list of all the changes too.
Thanks for putting all those changelogs in one post, it's very helpful. |
Re: CBM Confusion
So what you're really looking for is a summary of the changes of CBM from vanilla? I can try to make something readable that summarizes everything from vanilla to 1.82. Part of the issue is that those changelogs you see aren't exhaustive either--the mod is really really big and changes a lot of things. The best ways to go about figuring out the changes are to either muck through the .dm file or just play a few games and get surprised a bunch. I'll try over the next few hours to make a compilation of all the changes in some readable format, though.
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Re: CBM Confusion
Here's what I have so far, about 1/5 of the way through. Feel free to give comments/feedback on the format etc.
-Scales. Misfortune is more powerful, death and sloth scales affect income by 3% instead of 2%. -Weapons. Code:
Bows and Crossbows have 5 less range -Gods. Most Gods' special weapons got buffed. Divine Flails and Lightning are much scarier. Also there are many price alterations. Quift made a spreadsheet of them! https://spreadsheets.google.com/ccc?...COSw6t8J#gid=0 Code:
All Titan and Titan-like pretenders get Domspread 2. -Arcosephale EA. Engineers are recruit anywhere, most troops/commanders cheaper. Code:
Peltasts, Cardaces 10g --> 8 Code:
Leve 10g --> 8 |
Re: CBM Confusion
-Ulm EA. Archers and Warrior Maidens are weaker, Male Warriors get higher ambidextrous and berserk +1. Shamans got Astral included in their randoms.
Code:
Archer mapmove 2-->1, str 11-->10, hp 12-->11, Code:
Horn Blower 20g --> 15 Code:
Fir Bolg Militia 10g --> 9 Code:
Fir Bolg Warrior 13g --> 11 Code:
Archer 10g --> 11 Code:
Footman 10g --> 8 Code:
Warrior(unarmored) 9g --> 7 Code:
Salamander 60g --> 45 Code:
Spire Horn Warrior 10g --> 7 Code:
Militia 7g --> 5 Code:
Satyr Sneak 10g --> 8 Code:
Wet One 10g --> 9 Code:
Serf Warrior 8g --> 7 -Niefelheim EA. Increased Encumbrance(2-->3) for Niefel Giant, Lord. Code:
Hurler def 7 --> 9 Code:
Atavi Archer att 10 --> 8, def 10 --> 8 Code:
Asara 35g --> 25 Code:
Bakemono-Sho(club & yari) 8g --> 7 |
Re: CBM Confusion
Incredibly useful, thanks for the effort.
I'm already picking up things I'd never knew or find out otherwise, like boulder unblockable by shields, various pretender specials ...etc |
Re: CBM Confusion
kianduatha, this most useful and clearly took some serious effort. Did you cover all the changes from Vanilla?
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Re: CBM Confusion
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Thaks for taking the effort to do this, it's very informative!
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Re: CBM Confusion
Yeah, I was gonna deal with that but then remembered that I couldn't edit my post :O
That line should read "Father of Serpents and Mother of Serpents now summon 5 Horned Serpents every turn". |
Re: CBM Confusion
For the most part, I enjoy CBM over vanilla. However, I don't understand why Misfortune was dramatically changed to increase random events instead of decrease random events which it was originally. With original, Misfortune was an ok scale to take if you weren't much of a risk taker to begin with as you could greatly reduce the amount of events that occurred with Order + Misfortune at the cost of when events did occur, they were generally bad. But now, you'd have to be crazy to choose that scale (or you want the challenge) as now not only are events bad, but they occur more often. Personally, I'm not sure there is anything you could spend those 40 points on that help you equally as much as Misfortune hurts you now.
But I am also a newbie and likely do not understand the reasoning, so could a vet explain why did this particular change happen in CBM if you don't mind giving me the free education? |
Re: CBM Confusion
Because, as you said, Order+Misfortune was almost a no-brainer. With the current scales, other combinations are more viable.
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Re: CBM Confusion
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Only in friendly dominion? Or us it summon allies? |
Re: CBM Confusion
spend 5 seconds to test it?
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Re: CBM Confusion
Good idea PM :)
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Re: CBM Confusion
after testing please post results? which will save "# of forum readers" x 5 seconds (though more realistically 20-60 seconds) which can potentially be significant in aggregate time cost.
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Re: CBM Confusion
NP. I'll post the results of 5 sec test this evening.
I can also already post the results of SP testing CBM changes to EA Ermor & MA Machaka in one word - Awesome :) |
Re: CBM Confusion
I played MA Agartha with Vanilla and CBM 1.6. IMHO, this Nation went from unplayable in a competitive way to hard to handle but full of potential. Very interesting and smart changes applied, mostly importing of key and thematic EA units, and adjustments in Research requirements.
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Re: CBM Confusion
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It is: #summon5 403 So it always summons 5 units each turn. There is also domsummon[nr]. Which summons units in dom. (possible values are 1, 2 and 20 iirc. The higher the less likely there is chance that a unit is summoned). And Makemonster[nr]: summons allies if the command is given. If a unit has multiple makemonsters, a summon allies command summons all of them. |
Re: CBM Confusion
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EDIT: It also makes more sense, misfortune is not the absence of events, it is that more bad things happen. |
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Re: CBM Confusion
Thanks kianduatha, while the reason for this thread died stillborne (game did not start), your informations are very usefull.
Are there Plans to get this Infos into the Wiki? If not, I will need to Register an account there and copy it myself :) |
Re: CBM Confusion
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Look at the patches page, it has some ideas about versions and nice ways of linking across the different versions. |
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The plan is to put all this up on the wiki, though I am somewhat unclear as to what the ideal formatting might be for it.
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Re: CBM Confusion
Kianduatha:
I like the nav boxes like the one on the bottom of this page. http://dom3.servegame.com/wiki/3.23 But it could also be added to a navbox on the right side. |
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