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February 7th, 2006, 06:53 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
Thanks: 0
Thanked 1 Time in 1 Post
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Re: CB 5.2 released
Wight lords? Non-commander banes? The wee Banes are commanders as well, and it's kinda silly that the physically simiar Wights only cost 3 gems less than full-fledged Banes. I once make an army of banes and wights, because I obviously had nothing better to do with my death gems and onyx amazons. They did pretty well vs indies, though I did take too many eventual losses to make them worth it compared to a good ol' Bane Lord. I just wish the Wights didn't cost so much, or were easier to summon (give the revenants something to do!)
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February 7th, 2006, 07:08 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: CB 5.2 released
 I just realized, Wraith Lords are ethereal... but they aren't Wights.
I haven't actually summoned Banes in a long time. I had forgotten they were commanders as well.
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February 10th, 2006, 08:06 PM
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Second Lieutenant
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Join Date: Oct 2003
Posts: 477
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: CB 5.2 released
Some T'ien Chi suggestions for the mod:
Better starting commanders: T'ien Chi has hands down the worst starting commanders of any nation. A scout and a eunuch - total gold value 45. And the eunuch is an utterly useless unit. Give them a General instead.
Better eunuchs: Cut the cost to 20, give them map-move 2 and consider making them sacred.
Altered resource requirements: The Red Guards have a higher resource cost than the Imperial cavalry, despite having the exact same equipment...
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February 14th, 2006, 11:50 PM
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First Lieutenant
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Join Date: Feb 2005
Posts: 693
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Re: CB 5.2 released
Found a bug in cb 5.2:
The line to edit Triton Knight is using the wrong monster number (577), which is for the Triton Trooper. I think this might also set the second shape incorrectly. The correct number for Triton Kinght is 1060, according to the documentation (which appears correct, only the .dm file is wrong).
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February 20th, 2006, 12:41 AM
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Private
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Join Date: Feb 2006
Posts: 14
Thanks: 0
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Re: CB 5.2 released
I'm sorry, but could someone please tell me how to install the CB mod? I didn't see any instructions in the zip file. Also, I'm unclear as to why there are 2 different downloads for the mod. (Post 1 and 2)
I'm new to the game so would appreciate your help.
Thanks
Gin
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February 20th, 2006, 03:51 AM
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Sergeant
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Join Date: Jan 2006
Location: Canada
Posts: 362
Thanks: 1
Thanked 9 Times in 7 Posts
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Re: CB 5.2 released
first thing you need to do is check wherever you installed dominions for a "mods" folder. if its there, all you need to do is unzip the .dm file to the mods folder and the .tga(or whatever it is) into the maps folder.(if its not there, just create a new folder named mods and do the same thing)
go into dominions, select preferences --> Mods, then enable the 5.2CB, and your set!
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February 20th, 2006, 06:39 AM
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Private
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Join Date: Feb 2006
Posts: 14
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: CB 5.2 released
Thank you!
Gin
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