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  #151  
Old April 16th, 2009, 05:44 AM
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Default Re: Conceptual Balance Mod 1.41

The Visitor is broken as a CBM multihero because he's unique. When he appears in your capitol a second time, the first instance will vanish just like he'd been wished away. Not nice if he's leading armies about etc.

http://forum.shrapnelgames.com/showthread.php?p=686047
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http://z7.invisionfree.com/Dom3mods/index.php?
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  #152  
Old April 16th, 2009, 03:44 PM

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Default Re: Conceptual Balance Mod 1.41

Not sure if this is a CBM issue, but the Vanadrott's armor has exactly the same stats as that of Vanherses/Vanjarls, despite being "lightweight scale mail". It seems either an enc. decrease is in order, or a prot increase.
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  #153  
Old April 17th, 2009, 07:47 AM

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Default Re: Conceptual Balance Mod 1.41

Is the moloch pretender any good in CBM?
I'd really like to use him some time, he looks cool for a nation heading towards demons, but all in all the prince of death seems to offer more. Also his paths aren't that useful to a demonic nation and 80 points for new paths... Can't the latter be changed to 30 or 40 to give him an edge against PoD (unless I'm missing something that does already)?
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  #154  
Old April 17th, 2009, 06:05 PM
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Default Re: Conceptual Balance Mod 1.41

I think he has slightly more hps and somewhat better stats. He also gets 3(?) free Imps at start of combat.
I would also like he to be more useful as Blood is mostly no problem to increase for nation with access to it, and Blood bless isn't so useful. And he is more rare than PoD...
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  #155  
Old April 19th, 2009, 09:40 PM

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Default Re: Conceptual Balance Mod 1.41

I propose that LA C'tis have all their national summons H level increased by one (at the very least)

reason:
LA C'tis is supposed to be a reanimate power that depends on these guys; ergo they should be a good deal, but as people have pointed out they are not.

consider this direct comparison:

LA Argatha can summon a Tomb Oracle at Conj5 for 30death with 3E 3D 3H and a ton of hitpoints, plus their are not `lifeless' and can benefit from regen; these guys can also reanimate.

LA C'tis can summon a Tomb King at Ench0 for 21death with 3H and a lot (but not a ton) of hitpoints, but they are lifeless and cannot regen; these guys can, of course, reanimate.

The only reason that no one cares that Tomb Oracles can reanimate is because they are so good no one would ever waste a turn doing that with them. For 9 more gems they get a ton more stuff. granted, they are Conj5 vs Ench0, but given the gem cost (ie. you won't summon either of these guys for a little while anyway) and the fact that Conj5 isn't really that difficult to access, I don't think the research requirement difference is really meaningful. Lastly, LA Argatha has other things they can benefit from such that Tomb Oracles do not have to be an integral part of their strategy (LA C'tis cannot, I believe, say the same thing about their tomb summons). Given these points, C'tis' tomb summons really need a push.

Conclusion:
do something to make Tomb Kings/Priests/Consorts on par with at least other national summons!!! one extra level of H would be nice, perhaps a possible random in death too.
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  #156  
Old April 19th, 2009, 10:22 PM

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Default Re: Conceptual Balance Mod 1.41

I have noticed that some Giants (Niefel Jarls + EA Sacred, Hinnom Ashdod & Hinnom Rephaim, Gath Anakim, the Rasharaja) have speed 3. I think this is an unnecessary advantage and odd too, why should these giants be as quick overland as most cavalry and fliers?
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  #157  
Old April 19th, 2009, 10:45 PM

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Default Re: Conceptual Balance Mod 1.41

Well their legs are two or three times longer than humans.
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  #158  
Old April 23rd, 2009, 03:34 PM

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Default Re: Conceptual Balance Mod 1.41

Is the release very soon? Love this mod!
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  #159  
Old April 26th, 2009, 04:59 PM

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Default Re: Conceptual Balance Mod 1.41

Quote:
Originally Posted by Trumanator View Post
Well their legs are two or three times longer than humans.
I think that's better reflected in tactical movement.
There their advantage is just 7%~, to the 50/100% advantage against human strategical movement.



And another note:
Have you considered modding some of the magical sites?
I don't know if it is possible, but I would at least like to see at least the Ultimate Gateway and Summoning Circle changed.
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  #160  
Old April 26th, 2009, 05:45 PM

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Default Re: Conceptual Balance Mod 1.41

If it's possible I want to remove all uber magic sites like Ultimate Gateway. Everything over 20% for schools and I guess all sites with construction bonus. Changes like that are a bit harsh, so it may be a good idea to use it in single mod before putting it into CBM [but I doubt that people would really protest here, that sites are really game changing].
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