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  #31  
Old February 6th, 2008, 06:15 AM
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Default Re: Conceptual Balance Mod 1.2

I spotted two bugs :
There are two recruitable vans for ME Vanheim.
EE Ermor has Arcos starting troops and commanders.
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  #32  
Old February 7th, 2008, 01:00 PM
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Default Re: Conceptual Balance Mod 1.2

I'm not sure if you are aware of this or not, but I just "fixed" the 33 research bug - the scales mod was missing an #end at the end
(found by opening both 1.1 and 1.2 versions of the scales mod and comparing)
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  #33  
Old February 8th, 2008, 01:59 PM
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Default Re: Conceptual Balance Mod 1.2

I like your mod very much

But, with 3,14, Touch of Madness is fixed, perhaps you should restore this spell now.
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  #34  
Old February 8th, 2008, 05:36 PM
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Default Re: Conceptual Balance Mod 1.2

Is there any interest in a pikemen + animalawe mod?

It would require 2 components:
1) Cavalry would need to be quite a bit cheaper, to the point that they were pretty well the preferred melle units.
2) All Cavalry are "animals", and units armed with spears, pikes, etc. get some degree of animal awe.

This would kinda screw over the various monkey nations, since I don't think their special rules could be restored (reincarnation, for example) if you stripped off animal.

The effect would (ideally) be:
swordsmen beat pikemen beat cavalry beat swordsmen

Which is not quite the desired:
Light cavalry beat heavy infantry beat heavy cavalry beat light infantry beat light cavalry

But would come close.
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  #35  
Old February 8th, 2008, 05:48 PM

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Default Re: Conceptual Balance Mod 1.2

That has been discussed since dom2, there are number of issues like (like the monkey one), still, it could be worth testing.
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  #36  
Old February 9th, 2008, 04:18 AM
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Default Re: Conceptual Balance Mod 1.2

Quote:
mathusalem said:
I like your mod very much

But, with 3,14, Touch of Madness is fixed, perhaps you should restore this spell now.
A scout of mine just witnessed a battle with a bunch of Crones blasting their (Man's) archers with Touch of Madness, in a 3.14 game. Not my nation, but I'm fairly sure the Crones were scripted to cast Panic, intended for enemy units out of range. Like 6 Crones casting, every single one casting Touch of Madness, and all of the casts hitting archers or slingers.

The next round was worse, the crones managed to berserk a crone and Man's god too, in addition to some more slingers and archers.

IMO it's still not ready for prime time.
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  #37  
Old February 9th, 2008, 05:32 AM
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Default Re: Conceptual Balance Mod 1.2

Quote:
This would kinda screw over the various monkey nations, since I don't think their special rules could be restored (reincarnation, for example) if you stripped off animal.
Why do you need to strip the animal from monkeys? Link animal to mounted instead.
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  #38  
Old February 9th, 2008, 06:26 AM
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Default Re: Conceptual Balance Mod 1.2

Monkeys such as all of Bandar Log's troops. Vanara, Bandar etc have animal tag, which would really limit the usefulness of their troops against anyone with pikes.
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  #39  
Old February 9th, 2008, 07:37 AM
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Default Re: Conceptual Balance Mod 1.2

I see what you mean. With their low moral they won't be able to hit anything. But I dont see it as such a problem. The pikes will still be vulnerable to missiles. Giving them animalawe will create a niche for them, one they dont have now.
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  #40  
Old February 9th, 2008, 11:39 AM
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Default Re: Conceptual Balance Mod 1.2

Ulmish pikeneers have a bit better morale. I've used them because of that, but I'm not sure if it's worth it at just 11 mor vs 10.
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