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  #141  
Old April 10th, 2009, 08:21 AM

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Default Re: Conceptual Balance Mod 1.41

Black Death is level 7. Domes are level 5. So reasonable player in competitive MP game won't leave his capital undomed. The really bad thing is that some nations cannot put good domes up. Only A/S ones are really good at stopping spells. Well, to be honest, only air one is good, and it needs A4, which is extremely hard to get for many nations.
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  #142  
Old April 10th, 2009, 02:17 PM

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Default Re: Conceptual Balance Mod 1.41

Can you stack domes? As in have both a forest dome and fire dome for example.
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  #143  
Old April 10th, 2009, 06:46 PM
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Default Re: Conceptual Balance Mod 1.41

You certainly can. You can have multiple domes of the same type, even.
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  #144  
Old April 10th, 2009, 11:15 PM
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Default Re: Conceptual Balance Mod 1.41

Quote:
Originally Posted by Gregstrom View Post
You certainly can. You can have multiple domes of the same type, even.
I know that this used to work (IE multiple domes of the same type would be effective) now I believe that multiple domes of the same type are no more effective than a singleton.

I'm not sure, though.

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  #145  
Old April 11th, 2009, 10:56 AM

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Default Re: Conceptual Balance Mod 1.41

I've heard that they are as effective as earlier, but passing 1 air dome and getting stopped by 2nd is enough to break one. Didn't test it seriously though.

And it looks like QM got convinced to increase cost of Black Death :P
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  #146  
Old April 12th, 2009, 01:08 PM
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Thumbs up Re: Conceptual Balance Mod 1.41

I'll just put it out there:

What is the Conceptual Balance Mod? What does it do?

Could you post this in the Original Post,
Or in a word file in the zip?

Thanks.
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  #147  
Old April 12th, 2009, 02:06 PM

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Default Re: Conceptual Balance Mod 1.41

I do believe there is some documentation in the zip which sets out to answer that question.
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  #148  
Old April 12th, 2009, 06:37 PM
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Default Re: Conceptual Balance Mod 1.41

Quote:
Originally Posted by Atreidi View Post
I'll just put it out there:

What is the Conceptual Balance Mod? What does it do?

Could you post this in the Original Post,
Or in a word file in the zip?

Thanks.
It's a general mod that, for the most part, simply makes spells/creatures/items more effective/cheaper/easier to cast so that there are more options for a given nation. It does nerf a few things (like fire arrows) by making them more expensive/harder to cast, but in general it just opens up new options.

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  #149  
Old April 13th, 2009, 05:20 PM

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Default Re: Conceptual Balance Mod 1.41

Regarding the blood summons issue: Perhaps the best thing to do is not decrease the cost, but address the mage-time issue instead?

Maybe try changing it to summon ~3 (or whatever number is deemed appropriate) at cost that's higher per unit than the mass summons. That way it's feasible to build up a moderate number of them early game without destroying your research capabilities?

Late game people with blood mages of the appropriate paths for the mass summons would still get benefit out of them. Although I think those could probably be cheaper and/or summon more units than they do currently, given the difficulty in obtaining those paths.
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  #150  
Old April 15th, 2009, 02:08 PM
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Default Re: Conceptual Balance Mod 1.41

A few things I noticed while looking through:

1) Green dragon is in twice, once lines 170-176 (with stealthy), one in "monsters" lines 251-259 (no stealthy)
2) Armor for lord of war is commented (line 554). Purposeful?
3) 3228 --> mackaka ==> machaka (this typo is actually throughout the entire section on this nation)
4) Ulm hero "the locksmith" - desc speaks of great age. Might want to reflect in stat block.
5) line 7044 - "MR" --> "mr"
6) 7106, maverni "Champion of the Horn" hero seems to be added as a pretender; is this right?
7) 7715-7720 - the creature 2829 created here is not used. Perhaps it should be another multihero for early Oceania?
8) 8061-8074 - The red tengu is not added as a hero/multihero; should the mods here be in the hero section, or somewhere else?
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