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  #581  
Old February 27th, 2010, 11:40 AM

Bananadine Bananadine is offline
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Default Re: Conceptual Balance Mod 1.6

I guess you probably also can't make unique commanders that any nation can summon, on the order of Queens of Elemental Air and so forth? Cuz if you could then there could be a Summon Clam Man spell that'd get you one of a limited number of immobile units that generated gems like clams do.

Okay I'll learn how modding works before I suggest anything more.
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  #582  
Old February 27th, 2010, 05:19 PM

Trumanator Trumanator is offline
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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by Bananadine View Post
Okay I'll learn how modding works before I suggest anything more.
Thank you. Too few people are willing to do this.
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  #583  
Old March 2nd, 2010, 01:02 AM
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Globu Globu is offline
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Default Re: Conceptual Balance Mod 1.6

Hey, QM -- apologies if this has already been mentioned before (I did a quick thread search on it and found nothing), but I noticed the changes to Rams Head the White Satyr seem to have removed his ability to summon allies. Was this intentional?

(For anyone else interested in a quick fix without having to look up the unit ID in the database, for my own version I just added #makemonster5 230.)

Last edited by Globu; March 2nd, 2010 at 01:28 AM..
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  #584  
Old March 2nd, 2010, 09:46 AM
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Burnsaber Burnsaber is offline
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Default Re: Conceptual Balance Mod 1.6

One thing that has bugged me for a long while has been the Artifact "The Sharpest Tooth", which advertises itself as being able to poison units that are poison-immune. Which is not true. The weapon is bugged and does not poison poison-immune units, which is a really nasty suprise if you forge it for some anti-SC usage.

Not a big deal, but I have had to share this bit of info on IrC twice already and the item is really misleading. Perhaps the next version of CBM could fix the description for the item and just say that it won't work on poison immune units because it's super-hyper-unlikely that the bug would be fixed.
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  #585  
Old March 2nd, 2010, 09:57 AM

Sombre Sombre is offline
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Default Re: Conceptual Balance Mod 1.6

Sharpest tooth should just be AN damage with death poison, frankly, and say it is deadly to those not poison immune and dangerous to those that are.
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  #586  
Old March 2nd, 2010, 10:55 AM

llamabeast llamabeast is offline
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Default Re: Conceptual Balance Mod 1.6

It is quite easy to fix. You can have damage-over-time that is not poison, IIRC.
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  #587  
Old March 2nd, 2010, 12:25 PM

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Default Re: Conceptual Balance Mod 1.6

Like from the bleed spell.

llama - while you are browsing - Cambridge this weekend? I can't remember if it was decided.
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  #588  
Old March 3rd, 2010, 07:01 PM

militarist militarist is offline
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Default Re: Conceptual Balance Mod 1.6

Bloodstone.. I believe it should be non-unique, but it just shouldn't generate gems. Making it unique, makes -1 earth boosters in game, whiсh is not good.
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  #589  
Old March 3rd, 2010, 09:25 PM
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Graeme Dice Graeme Dice is offline
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Default Re: Conceptual Balance Mod 1.6

The bloodstone cannot have its gem production taken away. No new item can be made that boosts earth. The only two possibilities that are likely to be changed are either the pebble skin suit or the tome of gaia.
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  #590  
Old March 5th, 2010, 10:49 AM

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Default Re: Conceptual Balance Mod 1.6

I am trying and also proposing a following modifications to
Late Era JOMON 1.6 CBM:

Mages:
Kannushi + 50% 1 death magic & +50% 1 elemental magic
(retains also 2 holy as previously)
(previously only 10% 1 elemental magic and 2 holy)
cost 120 gp (previously 80gp)

Monk of Fivefold Path cost 90g (previously 100gp)

Onmyo-Ji +10% death magic in addition to everything else (previously none)

Troops:
Samurai Archer goldcost 14gp (previously 12gp)
resource cost 20 (previously 23)
precision 11 (previously 10)

Samurai (Katana) resource cost 16 (previously 18)
str 11 (previously 10)
Samurai (Naginata) str 11 (previously 10)

O-ban str 11 (previously 10)

Aka-Oni goldcost 15gp (previously 14gp)

COMMENT:
Added death magic gives Jomon access to many small national
summons (which are more useful in the early game) and is also thematic, since death and ancestrual/spiritual magic had it's respected place in the Japanese/Asian religions.

The tweaks to troop selection make archers and other
samurais more even, so that it woulndn't make sense to
only recruit Aka-Onis and Samurai Archers.

Please give me feedback everyone and tell me what you
think of this. I would be especially interested in discussion
about minor (but oh how important!) tweaks to troop price/gold costs.

yours truly,
Snowcat =^.^=

Last edited by Snowcat; March 5th, 2010 at 11:04 AM.. Reason: modifying modifications
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