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January 5th, 2012, 11:52 PM
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Corporal
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Join Date: Apr 2011
Posts: 175
Thanks: 0
Thanked 3 Times in 2 Posts
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Re: Conceptual Balance Mod v1.92
Say, is there anywhere I can find some stats on the summons added in CBM 1.92? Just wondering what I'm getting (or will be getting).
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January 6th, 2012, 12:10 AM
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Sergeant
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Join Date: May 2010
Posts: 317
Thanks: 16
Thanked 18 Times in 11 Posts
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Re: Conceptual Balance Mod v1.92
look in the mod file?
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January 7th, 2012, 06:36 AM
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Sergeant
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Join Date: Jan 2010
Posts: 351
Thanks: 12
Thanked 54 Times in 29 Posts
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Re: Conceptual Balance Mod v1.92
Oh yeah, one more "can't cast underwater" weirdness is that you can't cast darkness. What's that about?
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January 7th, 2012, 11:39 PM
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Corporal
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Join Date: Dec 2011
Posts: 156
Thanks: 2
Thanked 6 Times in 6 Posts
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Re: Conceptual Balance Mod v1.92
Is there any reason the LA ULm Guardian hero is map move 1? He was mapmove 2 in vanilla, and it would only make sense seeing as how he's the first and leader of the Ghoul Guardians who are all mapmove 2 themselves. As it is now, it's not very thematic leading Guardians with Banes, Mound Kings, or God forbid, Fortune Tellers when you have their commander who's too slow to keep up.
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January 8th, 2012, 08:23 AM
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Sergeant
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Join Date: Nov 2007
Posts: 397
Thanks: 14
Thanked 15 Times in 10 Posts
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Re: Conceptual Balance Mod v1.92
Quote:
Originally Posted by shatner
Oh yeah, one more "can't cast underwater" weirdness is that you can't cast darkness. What's that about?
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Same reason that you can't cast solar brilliance. You're too deep! That said the UW dark citadel should have auto darkness much like the cave city.
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January 9th, 2012, 01:35 PM
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Sergeant
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Join Date: Jan 2010
Posts: 351
Thanks: 12
Thanked 54 Times in 29 Posts
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Re: Conceptual Balance Mod v1.92
The argument for not being able to cast star/brightness spells underwater has been that there is too much intervening water for the light to reach that far down. That's a reasonable argument aside from the fact that you can still cast Light of the Northern Star underwater. However, it is not consistent with the game overall.
If fighting underwater is so deep that light from the surface can't reach you... then you are already fighting in darkness and the effect should be auto-cast. If light from the surface can reach you underwater, then casting a spell (darkness) which blocks that light should have the effect of plunging the battlefield into darkness. Either way, darkness should work underwater.
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January 10th, 2012, 08:21 PM
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Second Lieutenant
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Join Date: Dec 2010
Posts: 517
Thanks: 17
Thanked 35 Times in 24 Posts
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Re: Conceptual Balance Mod v1.92
Ideally deep sea provinces would have auto darkness like caves and normal sea provinces should be like land.
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January 12th, 2012, 07:01 PM
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Sergeant
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Join Date: Nov 2007
Posts: 397
Thanks: 14
Thanked 15 Times in 10 Posts
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Re: Conceptual Balance Mod v1.92
Hey, EA Oceania, I like most of the changes, but the addition of the Triton Queen has me stumped. On first glance thug or baby SC chassis, BUT, she seems to have low astral? I summoned a couple and they ranged from S1 to S2. Now she's 55 water gems and with that astral she's just asking to be magic dueled to death, so realistically why would one summon her?
She either needs 0 astral or needs a price change imo - perhaps both? Water gems for EA O are pretty tight, and Grendels/Wendigo's are cheaper and with the right pretender set up easy to get, so once again why would one summon her?
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January 25th, 2012, 05:46 PM
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Captain
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Join Date: May 2008
Posts: 855
Thanks: 107
Thanked 28 Times in 21 Posts
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Re: Conceptual Balance Mod v1.92
Hi, do you all know that Helheims dwarves have a crafting bonus!
That means skull mentors are cheap...
While I like it, it seems to me a bit overpowered...
__________________
Always forgive your enemies; nothing annoys them so much.
Oscar Wilde
He who laughs last didn't get the joke.
Saber
Alcohol and calculus don't mix. Never drink and derive.
Socrates used to say, the best form of government was that in which the people obeyed their rulers, and the rulers obeyed the laws.
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January 26th, 2012, 12:11 AM
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Second Lieutenant
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Join Date: Jun 2009
Posts: 403
Thanks: 15
Thanked 28 Times in 21 Posts
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Re: Conceptual Balance Mod v1.92
Quote:
Originally Posted by Slobby
Hey, EA Oceania, I like most of the changes, but the addition of the Triton Queen has me stumped. On first glance thug or baby SC chassis, BUT, she seems to have low astral? I summoned a couple and they ranged from S1 to S2. Now she's 55 water gems and with that astral she's just asking to be magic dueled to death, so realistically why would one summon her?
She either needs 0 astral or needs a price change imo - perhaps both? Water gems for EA O are pretty tight, and Grendels/Wendigo's are cheaper and with the right pretender set up easy to get, so once again why would one summon her?
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Honestly, the Triton Queen is a throwback to Burnsaber's Underwater Gameplay Improvement Mod and was created in the context of CBM 1.6 or so. Other things have changed to make her...less needed, let's say. That being said, the low astral was there to give astral access if you didn't happen to have any on your pretender.
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