Warning: Illegal string offset 'type' in [path]/includes/class_postbit.php(294) : eval()'d code on line 65
Mod Conceptual Balance Mod 1.6 - .com.unity Forums
.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #10  
Old January 14th, 2010, 04:10 PM

kianduatha kianduatha is offline
Second Lieutenant
 
Join Date: Jun 2009
Posts: 403
Thanks: 15
Thanked 28 Times in 21 Posts
kianduatha is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

My first comment seems like a lot of those changes are simply counter to the style of CBM as a whole--QM doesn't like changing mage paths.

Regarding Abysia...at most you would want to make Warlock Apprentices recruit anywhere, and that changes the whole feel of the nation. Furthermore, you would also have to change at least MA Abysia with the same change. It for sure would make them more powerful by a substantial margin, but it also makes them a full-on blood nation.

It would make sense to give Agartha Heat-1 or 2, seeming as everyone takes it anyways, and it would benefit them to have some extra design points.

In general the 'recruit anywhere' suggestions are thematic minefields. Just look at the MA Man warden fallout(I for the record approve of that change, but many others didn't).
Reply With Quote
 

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:06 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.