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March 16th, 2010, 11:49 PM
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General
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Join Date: Nov 2000
Posts: 3,013
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Re: Conceptual Balance Mod 1.6
Do you have the 'CBcomplete_1.6.dm' file in your mods directory. And the mods directory is inside of the Dominions 3 folder?
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March 17th, 2010, 01:38 AM
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Private
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Join Date: Jun 2007
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Re: Conceptual Balance Mod 1.6
Yes. When I get to the mod preferences in the game, its blank.
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March 17th, 2010, 01:42 AM
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Private
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Join Date: Jun 2007
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Re: Conceptual Balance Mod 1.6
I just figured it out. Apparently the folder has to be called mods and not mod. That's all it took
Thanks for your help
Jon
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March 18th, 2010, 01:12 PM
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Captain
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Join Date: Mar 2010
Location: Budapest
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Re: Conceptual Balance Mod 1.6
HI!
is there a list of this kind for all the CBM changes (not just 1.5 to 1.6?)
many thanks.
Quote:
Originally Posted by quantum_mechani
This version is coming out a little early (some games are waiting for it) so an up to date readme and a split version of the mod will be along later. The change log posted here is fairly complete though, so combined with the old readme there shouldn't be any problems.
General changes:
*Clams, Blood stones and Fever Fetishes Unique items.
*Lord of Corruption stealth boosted.
*Midget Masher revamped: now does AOE 1 damage but needs lots of strength to work at all.
*Dancing trident 2a to forge -> 1a.
*Serpent king given more dominion.
.... etcetc
*Thrown boulders have 5 ammo (it was an unintended nerf that they were 2 ammo last version).
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March 19th, 2010, 10:44 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Conceptual Balance Mod 1.6
Download the mod, look in the txt file + dm.
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March 24th, 2010, 05:33 AM
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Second Lieutenant
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Join Date: Jan 2010
Location: Hawaii
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Re: Conceptual Balance Mod 1.6
Phoenix pretender...and awe/regen/frightening atributes in general
I'm trying to use Phoenix it now. It's a fun pretender. But it's very hard to understand why in CBM AWE+0 was added to him. The main idea of phonex is to die. What's the idea behind increasing it's surviving? If someone believe it's underpowered there are a lot of ideas what can be improved. Heat level for example
In general, there are some very important attributes without which any early expansion combatant pretender has really not much sense regardless of price. What's the sense to take even cheap titan if it will get afficted very soon and will become worthless? It would be more reasonable I think that most of pretenders pretending to take part in early expansion had something wich makes them not useless. Even taking 9-10 dominion is not worthy if you have a pretender without fright,regen or immortality.It would be interesting to see statistics of usage of pretenders. I bet 80% of them are never requested (unless just for experiment, and only once). I think it should be some conceptual reform for pretender. Don't say how, but maybe separate tread is to be created and discussed?
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March 28th, 2010, 06:11 PM
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Sergeant
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Join Date: Jun 2007
Location: Atlanta, GA
Posts: 339
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Re: Conceptual Balance Mod 1.6
I came across a few bugs when going through the .dm:
These guys all have a typo: should be #stealthy instead of #stealth
Son of Fenrer
Master Druid
Arch Druid
Wolf Lord - Sporsnjall (just listed a second time incorrectly)
Lord of the Forest
(This might have been deliberate). The readmes (back to 1.3) all list him as being 50 points, but the mod sets the cost to 75... same as vanilla. It appears that it's just always been wrong.
Lady of Love
(This also may have been intentional, just undocumented) The "reduces unrest" effect was reduced from 100 to 25. There isn't any mention of it anywhere. It may not matter though; it doesn't seem like it's that useful of an ability. Taxing over 100% still kills off population at the same rate, as far as I can tell. You just don't need as many patrollers.
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March 30th, 2010, 03:02 AM
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Major General
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Join Date: Jun 2009
Posts: 2,157
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Re: Conceptual Balance Mod 1.6
And Son of Fenrir is still spelled wrong, but what can you do?
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March 30th, 2010, 07:53 AM
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Corporal
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Join Date: Jun 2006
Location: Mikkeli, Finland
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Re: Conceptual Balance Mod 1.6
Quote:
Originally Posted by fungalreason
Lady of Love
(This also may have been intentional, just undocumented) The "reduces unrest" effect was reduced from 100 to 25. There isn't any mention of it anywhere. It may not matter though; it doesn't seem like it's that useful of an ability. Taxing over 100% still kills off population at the same rate, as far as I can tell. You just don't need as many patrollers.
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IIRC, patrolling kills population, so at least bandits, rebels and other trouble makers are spared.
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March 30th, 2010, 06:20 PM
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Major
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Join Date: Dec 2006
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Re: Conceptual Balance Mod 1.6
Awe on the phoenix means that the enemy troops take a little bit longer to kill it, meaning they have more time to clump up around him, and that he has a much better chance to get a spell off at close range. Flame eruption does more damage than a pyre explosion and costs less fatigue if you're F3 or higher.
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