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Old January 10th, 2011, 10:32 AM

Korwin Korwin is offline
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Default CBM Confusion

Is there somerwhere/anywhere a summary of CBM changes?
If I read the change log's correctly it only notes the changes from the last CBM, right?
So if I want to know the changes in effect, I need to read the Change logs from CBM V1.0 forward to the version I am playing.

I did dig a little in the old threads.
CBM 1.3-1.5 do have the change log in the zip.
CBM 1.6 had the 1.5 change log.
CBM 1.7 had none

Someone has an link to the CBM <1.3 change log's?

CBM 1.3
Quote:
--At a glance change log--

*Growth/death and productivity/sloth have slightly higher impact on direct gold income.

*Slight increase in luck/misfortune's effect on number of events and event quality.

*Many weapons moved from construction 4 and 6 to 2 and 0.

*Magic bow ammunition doubled, and other improvements to them.

*Sandals of the crane and bell of cleansing no longer artifacts, hammer of the mountains made an artifact (with greatly increased damage).

*Gloves of the gladiator, wave breaker and serpent kryss have more attacks.

*Star of thralldom and star of heroes much improved area of effect.

*Majority of troop summons, especially low level ones, cheaper.

*Domes much easier to cast.

*Many globals easier to cast/cheaper (applies to almost all globals, except those that generate gems and a few others like forge of the ancients and gift of health).

*Direct damage blood battlefield magic improved (hellfire, blood burst, harm, etc).

*A few troop summons made commanders (great eagle, kappa, amphiptere, kithaironic lion, demon jester).

*Improved accuracy for frost, arcane, fire and shadow bolts.

*'Hold' spells such as false fetters and bolts of fire improved.

*Low level troop protection wards no longer cost a gem.

*Touch of madness and rage now cost a gem, to limit unintended AI casting.

*Exactly two general spells are harder to cast: Forge of the ancients and flaming arrows.

*Many cloud spells have greater area of effect.

*Titan pretenders (those size 6, and completely human in form) 25-50 points cheaper, some with added paths, gem generation, or free troop summoning.

*Rainbows (those with pathcost 10) have added paths, research bonuses, and most 20-30 points cheaper.

*Moloch, Prince of Death, Gorgon (as very-easy-expansion chassis) cost more.

*Cylops (both a very-easy-to-expand-with and an easy-bless chassis) higher new path cost.

*Phoenix is reborn in battle with phoenix pyre.

*Troops wielding a single one handed weapon and no shield made 1 gold cheaper.

*Troops wielding a spear made 1 gold cheaper.

*Melee troops with very light armor made 1 gold cheaper.

*National military commanders cheaper/improved, basic independant commanders slightly more expensive.

*Assassins made cheaper, seduction more likely.

*Many heroes improved (contains Worthy Heroes).

*Sacred glamour cavalry more expensive.

*Some archers with normal or above average melee statistic tweaked downward.

*Elephants and mammoths somewhat more expensive and tire more easily.

CBM 1.41
Quote:
At a glance change log:

*Titan pretenders (those size 6, and completely human in form) 25-50 points cheaper, some with added paths, gem generation, or free troop summoning.

*Rainbows (those with pathcost 10) have added paths, research bonuses, and most 20-30 points cheaper.

*Moloch, Prince of Death, Gorgon (as very easy expansion chassis) cost more.

*Cylops (both very easy to expand with and an easy bless chassis) higher new path cost.

*Phionix is reborn in battle with pheonix pyre.


*Many weapons moved from construction 4 and 6 to 2 and 0.

*Magic bow ammunition doubled, and other improvements to them.

*Sandals of the crane and bell of cleansing no longer artifacts, hammer of the mountians made an artifast (with greatly increased damage).

*Gloves of the gladiator, wave breaker and serpent kryss have more attacks.

*Star of thraldom and star of heroes much improved area of effect.


*Troops weilding a singlw one hadded weapon and no shield made 1 gold cheaper.

*Troops wielding a spear made one gold cheaper.

*Melee troops with very light armor made one gold cheaper.

*National military commanders cheaper/improved, basic independant commanders slightly more expensive.

*Assassins made cheaper, seduction more likely.

*Many heroes improved (contains worthy heroes).

*Sacred glamour cavalry more expensive.

*Some archers with normal or above average melee statistic tweaked downward.

*Elephants and mamoths somewhat more expensive and tire more easily.

Events from luck/mistfortune - 7% (5%)
Luck/misfortune event is good - 15% (13%)
Gold Effect of growth/death - 3% (2%)
Gold effect of productivity/sloth - 3% (2%)

*Majority of troop summons, especially low level, cheaper.

*Domes much easier to cast.

*Many globals easier to cast/cheaper (almost all other than gem geneerating and a few others like forge of the ancients and gift of health).

*Direct damage blood battlefield magic improved (hellfire, blood burst, harm, etc).

*A few troop summons made commanders (great eagle, kappa, amphithitre, kithaironic lion, demon jester).

*Frost, arcane, fire and shadow bolts improved accurcy.

*'Hold' spells such as false fetters and bolds of fire improved.

*Low level troop protection wards no longer cost a gem.

*Touch of madness and rage now cost a gem, to limit unintended AI casting.

*Exactly two general spells are harder to cast: Forge of the ancients and flaming arrows.

*Many cloud spells have greater area of effect.

CBM 1.5
Quote:
--At a glance change log--

*Growth/death and productivity/sloth have slightly higher impact on direct gold income.

*Slight increase in luck/misfortune's effect on number of events and event quality.

*Many weapons moved from construction 4 and 6 to 2 and 0.

*Magic bow ammunition doubled, and other improvements to them.

*Sandals of the crane and bell of cleansing no longer artifacts, hammer of the mountains made an artifact (with greatly increased damage).

*Gloves of the gladiator, wave breaker and serpent kryss have more attacks.

*Star of thraldom has much improved area of effect.

*Majority of troop summons, especially low level ones, cheaper.

*Domes much easier to cast.

*Many globals easier to cast/cheaper (applies to almost all globals, except those that generate gems and a few others like forge of the ancients and gift of health).

*Direct damage blood battlefield magic improved (hellfire, blood burst, harm, etc).

*A few troop summons made commanders (great eagle, kappa, amphiptere, kithaironic lion, demon jester).

*Improved accuracy for frost, arcane, fire and shadow bolts.

*'Hold' spells such as false fetters and bolts of fire improved.

*Low level troop protection wards no longer cost a gem.

*Touch of madness and rage now cost a gem, to limit unintended AI casting.

*Exactly two general spells are harder to cast: Forge of the ancients and flaming arrows.

*Many cloud spells have greater area of effect.

*Titan pretenders (those size 6, and completely human in form) 25-50 points cheaper, some with added paths, gem generation, or free troop summoning.

*Rainbows (those with pathcost 10) have added paths, research bonuses, and most 20-30 points cheaper.

*Moloch, Prince of Death, Gorgon (as very-easy-expansion chassis) cost more.

*Cylops (both a very-easy-to-expand-with and an easy-bless chassis) higher new path cost.

*Phoenix is reborn in battle with phoenix pyre.

*Troops wielding a single one handed weapon and no shield made 1 gold cheaper.

*Troops wielding a spear made 1 gold cheaper.

*Melee troops with very light armor made 1 gold cheaper.

*National military commanders cheaper/improved, basic independant commanders slightly more expensive.

*Assassins made cheaper, seduction more likely.

*Many heroes improved (contains Worthy Heroes).

*Sacred glamour cavalry more expensive.

*Some archers with normal or above average melee statistic tweaked downward.

*Elephants and mammoths somewhat more expensive and tire more easily.

*Boulder attacks can't be parried by shields.

*Several Ashdod mages reduced in power or made more espensive.
CBM 1.6
Quote:
Originally Posted by quantum_mechani View Post
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.

*Great warlock given astral magic.

*Vampire queen got another -10 to new path cost.

*Gorgon 150 points.

*Herald lance cheaper.

*Tartarians -25% hp.

*The Sharpest Tooth, Percival the Pocket Knight, Holger the Head, Fenris' Pelt, Trident From Beyond, Carcator the Pocket Lich, Jade Mask all cheaper/easier to forge.

*Claymen 5 gems -> 3 gems.

*Hidden in Sand, Hidden in Snow cheaper again (this is partly due to trying to give water gems better value, and make earth help earth summons having trouble even with bloodstones involved).

*Naiad Warriors cheaper (this is also related to the clam change, the aim is to make them not just an OK deal but a great deal to help fill the void).

*Burnsaber's underwater mod water breathing item changes adopted (breathing items drastically cheaper).

*Juggernauts got awe.

*Many heroes given special weapons (either named after the hero or called hero's spear/morningstar/etc.), which are magic and most also have a bonus vs larger beings.

*Many heroes improved by autocasting personal luck in battle, you can tell they get the luck in battle if they have one of the weapons mentioned above.

*New forgable item added: Hero's Blade, 2e, const level 2 to forge. Mostly similar to sword of sharpness except on hit it does 15 extra ap damage to most enemies, and 45 ap to larger enemies.

*Treelords generate vine men instead of nature gems.

*Bell of Cleansing takes 2w, research 6.

*Umbrals cost 3 gems and are back at research level 5.

*Dragons and dragon scale mail got +2 protection value.

National Balance:

*Sounder of Boars, Sloth of Bears, Pack of Wolves, and Ambush of Tigers (one of the spells, the other one can't be accessed with mod commands) all research 0.

*MA Agartha got crossbows, capital only stone hurlers, a 10% random on golemcrafters, and lower research level on enchantment summons.

*EA and MA Agartha oracles 50 gold cheaper.

*Pans, Pandemonics, Panic Apostles and Capricorns all cheaper.

*Centaur archers 25 gold -> 22 gold.

*MA Oceania now gets mermages in coastal forts, and Capricorns only lose 1w when out of water.

*EA Atlantis coral priests now have a chance at magic, mages of the deep are cheaper, basalt pillars improved, and given a starting fort with more admin.

*Sauromatia poison archers increased to 20 gold (given the bug with them is unlikely to be fixed).

*MA man crones got improved randoms, cheaper knights of avalon, wardens and lord wardens everywhere.

*LA Bogarus Khlysts and Skopets cheaper.

*LA C'tis tomb wyrms got fear, grave consort slightly cheaper.

*Marverni druids 40 gold cheaper and cheaper boar warriors, board lord got 1 holy level.

*C'tis priest kings cheaper.'

*Tiger Riders, Wind Riders and Black Hunters cheaper.

*Kailasa capital only mages cheaper, and all sacred troops -5 gold.

*EA Arco engineer recruitable everywhere, mage engineer better at sieging.

*Niefel Jarl, Baal, Adon, Talmai Elder and Melquart increased prices.

Bug fixes:

*Chi shoes attack now a bonus weapon.

*Ry'leh hybrid trooper with -4 from two weapons got ambidex.

*Shade beast price fixed.

*Farm of plenty removed from game (it is bugged and has no effect).

*Thrown boulders have 5 ammo (it was an unintended nerf that they were 2 ammo last version).

CBM 1.7
Quote:
Originally Posted by WraithLord View Post
FYI. QM's latest CBM installment ver. 1.7 has been released.

For convenience here's the release notes quoting QM:
"
Changes:

*All titans (defined as size 6 humaniod pretenders with Dom 3+) spread dominion in their location much better than other pretenders

*Lord of Rebirth, Lord of Plenty and Mother of Rivers gem generation toned down

*Oracle new path cost increased.

*Soulless (from life after death) no longer have magic

*EA and MA Agartha heat preference +1, PD gives darkness at level 20

*EDM, WH 1.9, Mark of the Champion, and Armor Revamp merged into CB

*Skratti pretender boosted, minor cost tweaks to Enchantress and Great Druid

*Bane blades now reanimate those they kill as soulless

*Infernal disease 5 slaves -> 7 slaves

*MA Arco Chariot bug fix

*Virtue map move 4

*Wraith sword and hell sword cheaper

*New E booster replacing the now unique blood stone- 4e const6 Ring of Earth (unfortunately uses the slot of Boots of Antaeus)

*Jade Knife, Saguine Dousing Rod and Dwarven Hammer unique

*Forge of The Ancients now needs fire as well; MA Ulm has access to the spell at research level 0.

*Elemental Royalty all +1 to primary magic path

*Treelords autosummon vine men

*Iron angel more accessible for MA ulm

*Davana reset to base game price, Dakini 50 slaves -> 75

*Mackaka PD improved

*Unquenched sword cheaper

*EA Ulm shamen get astral (or rather, get astral back)

*Bell of Cleansing remade (more expensive, higher level, aoe but less damage)

*Blood and Conjuration sites with over 30% bonuses removed

*Kelp Fort rarer

*Frost and Fire Brand do slightly less damage

*LA Pyth reveler improved chance of blood/nature

EDM tweaks:

*Added AP to Roc beak

*Kraken, Asynja less magic

*Many small price tweaks

I'm not sure if I should call this a beta or a full release- there are some fairly radical changes here that need some testing, and no doubt some bugs as well. In any case, I'll try try to provide some justification for the more controversial changes.

On making SDRs, hammers and jade knives unique, the most obvious benefit is reduced micromanagement. Personally, I estimate around 1/4th of the time on my turns are probably a direct result of the first two items. For SDRs, they are also the most obvious way of combating the supremacy of blood in the absence of gem generators. Hammers on the other hand have the effect of making the typical 4e pretenders even more of a must. Toning down jade knives is the end mostly about nation balance, in short blood sacrifice nations already have a huge advantage, knives can really push them over the top in situations where they really should not have such an easy win.

Also, I'd like to thank all the people (Sombre, Llamabeast, Burnsaber, Endo) who made mods that were added to the CB mixture.

Download at: http://www.mediafire.com/?adyxdt2l566i6qn (sorry, I know it's full of popups)
"
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