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November 6th, 2006, 02:56 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Conceptual Balance Mod 0.9
Regarding BladeWind, may I point out that Dom3 _already_ gave it (and a few other battlefield spells) a pretty big nerfing? It does _mundane_ damage, meaning that it's now useless as pissing in the wind for dealing with hordes of ethereal critters, which was imo its main niche in Dom2.
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Wormwood and wine, and the bitter taste of ashes.
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November 6th, 2006, 05:48 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Conceptual Balance Mod 0.9
AFAIK, those might've been in the game from the times of Dom:PPP. 52+ blades will still decimate Summer Lions, because (if they all hit) 13 will pass ethereality, and prot 0 ensures that they all do damage. There are so many CHANCES at damage that something is surely dealt. One Blade Wind won't be enough, but I doubt it ever was. 3 will hurt and 6 will still kill ethereal units.
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November 7th, 2006, 02:59 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
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Re: Conceptual Balance Mod 0.9
Thanks for what must have been alot of work.
I'm not much for multiplayer lately (maybe soon), but I've always appreciated most of the CB changes. Admittedly the sitesearching nerf will be the most difficult to get used to, but it seems like I'm always swimming in gems anyway due to the increased research costs of schools. I'm curious why you decided to up the resource cost of archers rather than the recruit cost. It always seems like gold is more of a limiting factor than resources, especially considering upkeep of the always useful "crossbow horde armies" running around. It seems realistic to have the training cost of archers more than regular footmen.
Regarding Blade Wind: I've had this used as the only spell in my Ulm armies; in the old CB mod it was completely worth it to have a half-dozen or so smiths with boots to deal with vine ogre/skeleton/maenad hordes. I've yet to tool with it now, but that spell was ridiculously useful compared to other spells in that research level.
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November 7th, 2006, 03:23 PM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
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Re: Conceptual Balance Mod 0.9
Well, Bladewind is back to normal so I'm happy with it.
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"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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November 7th, 2006, 06:55 PM
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Major
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Join Date: Jan 2006
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Re: Conceptual Balance Mod 0.9
I've heard rumors that .92 CB is coming out and should be very similar to the balance we're used to from cb5.4 of dom II! ^.^
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November 7th, 2006, 06:59 PM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
Posts: 2,703
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Re: Conceptual Balance Mod 0.9
Already? That's swift work.
__________________

"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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