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  #1  
Old December 1st, 2006, 04:32 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 0.92

Seems some bug fixes weren't working as advertised, download replaced with a slightly updated version.
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File Type: zip 475234-cavernofstars.zip (1,007.1 KB, 69 views)
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  #2  
Old December 2nd, 2006, 04:19 PM
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trentzero trentzero is offline
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Default Re: Conceptual Balance Mod 0.92

::delurking::

Did anyone notice that the war hoof attack gets replaced by "Skills of the Gladiator" ingame?


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  #3  
Old December 2nd, 2006, 04:30 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 0.92

Quote:
trentzero said:
::delurking::

Did anyone notice that the war hoof attack gets replaced by "Skills of the Gladiator" ingame?
This is actually a conflict with the worthy heroes mod. However, last I knew the reverse occured- with warhorse hoof replacing skills of the gladiator.
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  #4  
Old December 2nd, 2006, 04:47 PM
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Default Re: Conceptual Balance Mod 0.92

Ok, I see it now. I guess Worthy Heroes loaded first in my case. I suppose just changing the warhorse hoof weapon number up to 773 would work?
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  #5  
Old December 2nd, 2006, 07:26 PM

Sheap Sheap is offline
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Default Re: Conceptual Balance Mod 0.92

Changing the skills of the gladiator weapon number will have to happen at some point. It is better than changing the warhorse hoof number since there are lots of units with that and only one with the gladiator attack. But if it can happen to all units with warhorse hoof attack instead, depending on who knows what, then it needs to be fixed sooner rather than later.
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  #6  
Old December 2nd, 2006, 08:18 PM

Turin Turin is offline
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Default Re: Conceptual Balance Mod 0.92

I asked quantum to change his mod, because he needed to release a new version anyway and the needed effort is pretty much zero if you just do a simple find and replace for 770 to 760 or whatever. Seems he hasnīt done so.

So I donīt really feel like releasing a new version of my mod just to fit qmīs, especially since qm still hasnīt even made a list of newmonsters/weapons he has used in his mod.
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  #7  
Old December 6th, 2006, 05:55 PM
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Default Re: Conceptual Balance Mod 0.92

Code:
#newweapon 768
#name "Crude Shortbow"

#newweapon 710
#name "Warhorse Hoof"

#newweapon 769
#name "Druid Blessed Axe"


#newmonster 2890


#newmonster 2892

#newmonster 2891

#newmonster 2877

#newmonster 2893

#newmonster 2894


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  #8  
Old January 3rd, 2007, 04:56 PM

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Default Re: Conceptual Balance Mod 0.92

I've been playing with the CB mod with Ulm on middle era. I have only SP experience, so bear this in mind in my comments below.

Pretenders:
I usually choose a rainbow pretender. Is there a rationale for the distribution of magic paths/abbilities to the human pretenders? If I recall correctly, the archmage in the CB mod for domII had a level in every magic path and a point cost of 150. I think something like this should be done with the archmage. The word arch is there for something. I suggest one level in every path except blood and a cost of at the very least 50 to cover the 5 additional magic paths. I leave blood out, because blood is a whole different story and does not really mesh well, thematically speaking, with the concept of an archmage, IMHO. A similar change should be done to the water version of the archmage.

And though I have never used the Vampire Queen, from what I have gathered the nerf on her was probably too much, so how about putting ethereality back in?

Units:
I have no great qualms with the changes in the knights and sapper's cost in both gold and resources. But isn't 40 g/1 res too cheap for the siege engineer? Although he has no armour or weapons, the siege bonus should cost something in resources? Just an idea.

From an Ulm user perspective, their master smiths could *really, really* use a boost in their random picks. I do not know if this is moddable, but an increase to 20-50% in their random pick seems reasonable, thematic and balanced.

Spells:
I dislike the national Ulm spell in the thaumaturgy, since thaumaturgy is next to useless to Ulm. Putting it in level 4 makes it a little better. OTOH I do not have any better solution to offer.

Summons:
This is not Ulm specific, but isn't 5N2D excessive as a path requirement for the summon lamia queen ritual?

Oh and before I forget, congrats for the work!
Best regards
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  #9  
Old January 3rd, 2007, 05:19 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 0.92

Quote:
Sorlakind said:
I've been playing with the CB mod with Ulm on middle era. I have only SP experience, so bear this in mind in my comments below.

Pretenders:
I usually choose a rainbow pretender. Is there a rationale for the distribution of magic paths/abbilities to the human pretenders? If I recall correctly, the archmage in the CB mod for domII had a level in every magic path and a point cost of 150. I think something like this should be done with the archmage. The word arch is there for something. I suggest one level in every path except blood and a cost of at the very least 50 to cover the 5 additional magic paths. I leave blood out, because blood is a whole different story and does not really mesh well, thematically speaking, with the concept of an archmage, IMHO. A similar change should be done to the water version of the archmage.

And though I have never used the Vampire Queen, from what I have gathered the nerf on her was probably too much, so how about putting ethereality back in?

Units:
I have no great qualms with the changes in the knights and sapper's cost in both gold and resources. But isn't 40 g/1 res too cheap for the siege engineer? Although he has no armour or weapons, the siege bonus should cost something in resources? Just an idea.

From an Ulm user perspective, their master smiths could *really, really* use a boost in their random picks. I do not know if this is moddable, but an increase to 20-50% in their random pick seems reasonable, thematic and balanced.

Spells:
I dislike the national Ulm spell in the thaumaturgy, since thaumaturgy is next to useless to Ulm. Putting it in level 4 makes it a little better. OTOH I do not have any better solution to offer.

Summons:
This is not Ulm specific, but isn't 5N2D excessive as a path requirement for the summon lamia queen ritual?

Oh and before I forget, congrats for the work!
Best regards
The rationale for the added paths for rainbows is just taking Illwinter's Dom3 boosts to them in and taking it up a level. Mind you, many veteran players still consider them too weak even as they stand in CB. The Archmage change has been requested by others too, so it's pretty likely I will add it back in. Most likely it would include blood though.

I already cut the VQ's price by 25, adding ethereal would mean going against Illwinter's presumably thematic decision.

The siege engineer I cut the resource cost just to be consistent with EA Arco engineers. I should also note that even as they stand I haven't seriously considered wasting a commander slot on them, given that spies are available.

More magic for Ulm is another case of just not seeming thematic. Besides, I'm not so convinced they are as weak as many people are used to from Dom2, they have done quite well in most MP games I've played.

I don't agree the thaumaturgy national spell is useless, and in fact I like that it encourages an alternate research path.

Lamia queens do take a lot of magic in Dom3, but I already made them gem cheaper, and I like that death isn't as amazingly easy to get from nature as it was in Dom2.

Thanks for input, it's always welcome.
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  #10  
Old January 5th, 2007, 01:07 PM
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Reverend Zombie Reverend Zombie is offline
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Default Re: Conceptual Balance Mod 0.92

Quote:
quantum_mechani said:

I already cut the VQ's price by 25, adding ethereal would mean going against Illwinter's presumably thematic decision.


Removing ethereal always seemed like a good, thematic, nerf for vampires to me.

I wonder, though, if people have been picking VQ in CB games for anything other than LE Ulm? She seems sooo weak to me now, even at 150, and I wonder if her pathcost might be dropped to make her more attractive?
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