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Conceptual Balance 1.3, updated documentation
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*Magic scale reset to base game.
*Domes made cheaper and easier to cast. *More national summons covered. *Fire, cold, shadow and arcane bolt improved. *Many titans made cheaper or added abilities. *Income from productivity scale improved. *Fire shield added to solar disc. *Dragon breath improved. *Documentation finally updated. |
Re: Conceptual Balance Mod 1.3, updated documentat
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Segmented version.
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Re: Conceptual Balance Mod 1.3, updated documentat
Great! Thanks for the new version.
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Re: Conceptual Balance Mod 1.3, updated documentat
Thanks for the new version. Time for me to finally check this thing out, I think. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Conceptual Balance Mod 1.3, updated documentat
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Re: Conceptual Balance Mod 1.3, updated documentat
hm i dislike it that you changed the magic scales to vanilla http://forum.shrapnelgames.com/images/smilies/frown.gif but ill check it out, thx for the work
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Re: Conceptual Balance Mod 1.3, updated documentat
Tremendous scope to this mod, so no one is going to agree with everything.
I actually like the return to the vanilla magic scales. Perhaps my favorite modification is : "*Touch of madness and rage now cost a gem, to limit unintended AI casting." They say imitation is the highest form of flattery. I may use something like this in my next mp game. Baffled by the reduced cost to crumble. I use it frequently in mp already, as endgames on 300 province map are littered with castles. I like the reduced cost, as it is an effective counter to what i see as a major issue to large games after turn 50 or so. But if the reduced cost is because players do not use it enough, I use it as much as possible already. Baffled by the reduced cost for Leprosy. It is also extremely devastating spell that i tend to use a lot with penetration items against certain nations. Sometimes diseasing an army is better than killing it as he has to keep paying upkeep for a force that cannot fight as well. |
Re: Conceptual Balance Mod 1.3, updated documentat
Pretty sure rage and touch of madness were changed to cost a gem a version or two back.
The biggest changes this time around are to pretenders. I was talking about some of them with qm yesterday and it's amazing how the certain pretenders were given price cuts AND substantial boosts and only now seem worth the cost. |
Re: Conceptual Balance Mod 1.3, updated documentat
It has been awhile since I looked at CBM, so the gem cost for Touch of madness may have escaped my notice before.
The Pretenders are very interesting. And this part of the mod is actually what I am considering using in my future mp games, though I need to look at each one carefully which i have not yet done. The only Pretender(at 1st blush) I strongly disagree with is the Mater Lich, who is widely used at the vanilla cost. Why reduce the cost of pretenders that are widely used already? If a pretender is widely used at the higher cost, then a significant part of the mp community think the pretender is worth that cost. I play the larger mp games, and perhaps the ML is not used as much in the blitz games. But I would not put too much emphasis on what occurs in a blitz setting. |
Re: Conceptual Balance Mod 1.3, updated documentat
Xietor:
You should be happy then that your favourite pretender got improved. Mine got more expensive :/ |
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