|
|
|
|
|
April 24th, 2010, 11:43 AM
|
|
General
|
|
Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
|
|
Re: Conceptual Balance Mod 1.6
Sombre, I love your mod combos but what I had in mind is CBM with some gfx and flavor mods but w/o nation mods. Like Vanilla game on steroids. The Community Sprites is really nice and I'd really love to see it included in CBM/CBM combo. Same for streamers.
|
April 24th, 2010, 12:37 PM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Conceptual Balance Mod 1.6
Those mods don't conflict with cbm though, you can just enable them on top of it.
You can also just not enable the mod nations in the packs, if you don't want them.
|
April 24th, 2010, 01:17 PM
|
Corporal
|
|
Join Date: Apr 2009
Posts: 141
Thanks: 3
Thanked 7 Times in 6 Posts
|
|
Re: Conceptual Balance Mod 1.6
Can somebody tell me which sections of the mod deal with removing the Summon Allies ability from heroes?
|
April 24th, 2010, 02:00 PM
|
|
Corporal
|
|
Join Date: Apr 2009
Location: California
Posts: 176
Thanks: 71
Thanked 49 Times in 25 Posts
|
|
Re: Conceptual Balance Mod 1.6
That's the strange thing, Rookierookie -- there doesn't seem to be (from analyzing the two entries that I've put the summon ally ability back into) any actual command that does it. It seems, then, that modifying the units without specifically re-enabling that ability does so. If that's the case, then it's simply a matter of knowing which ones are supposed to have it, and manually re-entering it for those who prefer it. (And it makes me wonder if, in the sprite mod, I'll need to watch out for that -- if merely changing the sprite for a unit could unwittingly disable certain abilities of it.)
But my Dom3 modding knowledge is extremely rudimentary, so I am perhaps missing something. Someone else would need to verify this technical bit. (I understand the points that have been made as to the possible intentional nature of the removal and the undesirability of it from certain viewpoints, but in spite of these I find my own preference on it remains as is.)
|
April 24th, 2010, 02:45 PM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Conceptual Balance Mod 1.6
Name one of the units that in vanilla has summon allies and in cbm doesn't.
I'll look into it.
|
April 24th, 2010, 03:26 PM
|
|
General
|
|
Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
|
|
Re: Conceptual Balance Mod 1.6
Quote:
Originally Posted by Sombre
Those mods don't conflict with cbm though, you can just enable them on top of it.
You can also just not enable the mod nations in the packs, if you don't want them.
|
You right and you are right - But the same could be said of CBM, you could pick and choose every which part you like. There is merit to a consolidated bundle of mods beyond that of the picking of different parts. A consolidated mod is also a recommendation for which mods work well together. Its also much more convenient to have a bundle than to start picking 5-8 separate mods before starting a new game.
|
April 24th, 2010, 03:40 PM
|
|
Corporal
|
|
Join Date: Apr 2009
Location: California
Posts: 176
Thanks: 71
Thanked 49 Times in 25 Posts
|
|
Re: Conceptual Balance Mod 1.6
Quote:
Originally Posted by Sombre
Name one of the units that in vanilla has summon allies and in cbm doesn't.
I'll look into it.
|
Much appreciated, Sombre.
The ones I saw were Ram's Head the White Satyr for Pangaea and Iszvat the Unwinged for Caelum.
|
April 24th, 2010, 05:00 PM
|
|
Second Lieutenant
|
|
Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
|
|
Re: Conceptual Balance Mod 1.6
Quote:
Originally Posted by Globu
Quote:
Originally Posted by Sombre
Name one of the units that in vanilla has summon allies and in cbm doesn't.
I'll look into it.
|
Much appreciated, Sombre.
The ones I saw were Ram's Head the White Satyr for Pangaea and Iszvat the Unwinged for Caelum.
|
Neither of those units summons allies in vanilla, according to both the Wiki and Edi's DB.
http://dom3.servegame.com/wiki/Unwinged
http://dom3.servegame.com/wiki/White_Satyr
|
April 24th, 2010, 06:37 PM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Conceptual Balance Mod 1.6
Indeed. That's what I figured.
What's happened is they had summon allies previously in cbm. And now they don't.
|
April 24th, 2010, 06:41 PM
|
|
Corporal
|
|
Join Date: Apr 2009
Location: California
Posts: 176
Thanks: 71
Thanked 49 Times in 25 Posts
|
|
Re: Conceptual Balance Mod 1.6
Damn. You're right. Bad assumption on my part.
The summoning ability for those commanders must have been in earlier CBM, I assuming all the while that they were vanilla, rather than a change introduced in CBM and then later removed from CBM.
Well then. Never mind my half-baked theory on that. Go on about your business, nothing to see here.
EDIT: (I saw Sombre's post after I wrote this.)
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|