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April 11th, 2010, 07:20 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
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Re: Conceptual Balance Mod 1.6
I just got an idea to make the Panganea and Man spell songs to actually do something. Currently those spells are just too niche to really do anything (except for Soothing Song, it can occasionlly be useful). What if we made them into "cloud" spells that lasted say 2 turns? The current AoE's could be reduced and still have them useful. I admit that there are some spells that could be problematic (Tune of Growth mostly), but you could make it "def resists" to keep it balanced. I think it's not much of a strecth to assume that the haunting melody of the song could have an effect even after the caster has "stopped" singing.
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April 11th, 2010, 12:45 PM
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BANNED USER
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Join Date: Jan 2009
Location: a small farm
Posts: 340
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Re: Conceptual Balance Mod 1.6
Minor request: Could the Hero Blade be renumbered higher, say like 850 or so. This would make combineMods.py work better with it without having to figure out a crazy multi-line regex for one item in one mod.
Last edited by pyg; April 11th, 2010 at 01:13 PM..
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April 11th, 2010, 01:10 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Thanked 695 Times in 267 Posts
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Re: Conceptual Balance Mod 1.6
Did anyone ever actually bother to do a chopped up version of CBM 1.6 to Pretenders, Spells, Nations, Heroes etc?
If they didn't, I've got a chopped up version though all components use the CBM Complete banner and some have been mashed together (like Pretenders & Scales). Also placed the CBM Indies in a separate mod so that it's easier to use Better Independents with the other parts.
If anyone is interested in making the banners for the separate pieces, it'd be trivial to post them.
Also, one note of complaint:
Any weapons and armor definitions should be at the very beginning of the mod before any monster or spell modifications. This helps avoid mod bugs. Especially in a project like CBM where not everyone wants to use everything, it would be easiest if that section was first, because then copying and pasting it to all the necessary chopped up sections (Pretenders, Nations, Spells, Independents) would be much easier.
As it is, chopping things up was a real hassle yesterday.
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April 11th, 2010, 07:48 PM
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BANNED USER
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Join Date: Nov 2007
Location: San Francisco, nr Wales
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Re: Conceptual Balance Mod 1.6
A call for opinions.....
Assuming this is possible for CBM to do, what do people think about the idea of swapping LA Man's starting gem income of 2 Nature gems for something they can actually use instead.
Since having now checked to be sure, it appears LA Man are the only nation in the game who have a starting gem income that does not match any of the paths on their national mages. This seems mighty odd to me, as they'd surely be better off starting with Fire, Astral or Earth income instead of the Nature they currently have (to go with the 2 Air they also get).
Plus this change would bring them back in line with the matching "starting gem income-national mage" relationship that is standard for every other nation.
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April 12th, 2010, 03:13 AM
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Corporal
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Join Date: Oct 2008
Posts: 162
Thanks: 13
Thanked 7 Times in 5 Posts
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Re: Conceptual Balance Mod 1.6
Will the next version of CBM actually ever be released? To me, it looks like this excellent mod was forsaken by its creator. Any news from him?
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April 12th, 2010, 04:29 AM
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Second Lieutenant
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Join Date: Feb 2007
Location: Sydney, Australia
Posts: 437
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Re: Conceptual Balance Mod 1.6
Have blood sites been removed somehow or am I just really unlucky ?
I haven't found a single blood site in two games playing with the current version of CBM.
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April 12th, 2010, 04:34 AM
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Corporal
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Join Date: Apr 2009
Location: California
Posts: 176
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Thanked 49 Times in 25 Posts
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Re: Conceptual Balance Mod 1.6
Not in my experience. I've been getting them with CBM in a number of SP games.
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April 12th, 2010, 05:39 AM
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Second Lieutenant
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Join Date: Feb 2007
Location: Sydney, Australia
Posts: 437
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Re: Conceptual Balance Mod 1.6
Just my luck then ... damn.
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April 12th, 2010, 08:39 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
Quote:
Originally Posted by Calahan
A call for opinions.....
Assuming this is possible for CBM to do, what do people think about the idea of swapping LA Man's starting gem income of 2 Nature gems for something they can actually use instead.
Since having now checked to be sure, it appears LA Man are the only nation in the game who have a starting gem income that does not match any of the paths on their national mages. This seems mighty odd to me, as they'd surely be better off starting with Fire, Astral or Earth income instead of the Nature they currently have (to go with the 2 Air they also get).
Plus this change would bring them back in line with the matching "starting gem income-national mage" relationship that is standard for every other nation.
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They might be considered an exception that proves the rule, like pythium getting 8 gems in MA.
But then I think pythium should be taken down to 5 gems as well.
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April 12th, 2010, 09:39 AM
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Second Lieutenant
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Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
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Re: Conceptual Balance Mod 1.6
Quote:
Originally Posted by Calahan
A call for opinions.....
Assuming this is possible for CBM to do, what do people think about the idea of swapping LA Man's starting gem income of 2 Nature gems for something they can actually use instead.
Since having now checked to be sure, it appears LA Man are the only nation in the game who have a starting gem income that does not match any of the paths on their national mages. This seems mighty odd to me, as they'd surely be better off starting with Fire, Astral or Earth income instead of the Nature they currently have (to go with the 2 Air they also get).
Plus this change would bring them back in line with the matching "starting gem income-national mage" relationship that is standard for every other nation.
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For balance, sure, makes sense.
For thematic reasons, though, there should definitely be nature income because after all, it's basically sites taken over from the now departed Tuatha. The fact that the impudent usurping humans don't comprehend how to best use and control the ancient faerie magics is perfectly appropriate.
I oppose this on thematic grounds.
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