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  #1  
Old February 20th, 2006, 03:51 AM

Peacekeeper Peacekeeper is offline
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Default 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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  #2  
Old February 20th, 2006, 06:39 AM

Gin Gin is offline
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Default Re: CB 5.2 released

Thank you!
Gin
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  #3  
Old February 26th, 2006, 04:25 AM
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KissBlade KissBlade is offline
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Default Re: CB 5.2 released

I'm wondering too ... why the heck does TC's starting commanders suck so terribly compared to everyone else's starting? The starting commanders should all be somewhat equal in cold cost ...
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Old February 26th, 2006, 08:17 PM

Oversway Oversway is offline
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Default Re: CB 5.2 released

You think so? I think it should be the nations should be equal to each other, but not necessarily the starting commanders.
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  #5  
Old February 27th, 2006, 12:54 AM
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KissBlade KissBlade is offline
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Default Re: CB 5.2 released

alright if that's true ... then why the heck does Vanheim have such a vastly superior starting commanders compared to base TC? It's not exactly like TC is the epitome of broken or Vanheim is the suck.
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Old February 27th, 2006, 12:59 PM

Oversway Oversway is offline
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Default Re: CB 5.2 released

Maybe the right way to "fix" TC is with starting commanders. I wouldn't know. I just don't think that

Quote:
The starting commanders should all be somewhat equal in cold cost ...
makes for as fun of a game. For me, the more different nations play, the better.
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  #7  
Old March 1st, 2006, 04:21 PM
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NTJedi NTJedi is offline
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Default Re: CB 5.2 released

Questions:
Reviewing the CB 5.2 readme text of the changes and I have some questions.

1) Why has AIM been given Precision of 100?? I believe the original 5 was way too low... but an increase to 100 seems way too much. That's giving a mage perfection at casting.... a bonus of 22 feels more accurate. lvl_1 alteration

2) Why is Baleful Star only 1 astral?? Reading the spell description I believed this spell gave a percentage chance for troops to be cursed in the target province... for 1 astral that's way too good of a deal. Perhaps I'm wrong on what the spell does. lvl_5 alteration

3) I don't see why the spell heal had it's distance reduced by half. Was the spell really too powerful before?
lvl_3 enchantment

4) Why were Foul Air and Lure of the Deep dropped so drastically in gem price?? Seems too extremely easy to get these nasty spells up. lvl_6&7 thaumaturgy

5) Why is the Ivy King more equal in stats with a Vine Ogre?? (Sea)Trolls are not more equal in stats with (Sea)Troll Kings. summoned monster

6) One of the Ice Devils originally had fire immunity which is not listed in the readme text file. Why has his fire immunity been removed for that specific Ice Devil??


The other changes all look good or great from the quick review I finished.

--------------
quick comment: Bog Beasts should have higher morale otherwise they usually quickly flee.
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