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March 15th, 2007, 09:44 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: Conceptual Balance Mod (and readme file) 1.00
Any progress on some sort of rationale/guide to changes?
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March 15th, 2007, 02:59 PM
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Major
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Join Date: Sep 2005
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Re: Conceptual Balance Mod (and readme file) 1.00
am I the only one who thinks the demon bane should have 2x damage vs demons?
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March 17th, 2007, 05:25 AM
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Second Lieutenant
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Join Date: Dec 2003
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Re: Conceptual Balance Mod (and readme file) 1.00
Quote:
Wish said:
am I the only one who thinks the demon bane should have 2x damage vs demons?
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Is my manual wrong to say it already does that, or was it removed in cb?
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March 17th, 2007, 05:44 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Conceptual Balance Mod (and readme file) 1.00
It does have that, but when you look at the actual items with special damage properties, it does not show them in the item description. It DOES show them in the weapon properties when you equip the item.
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March 17th, 2007, 05:46 AM
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Sergeant
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Join Date: Feb 2007
Location: Berkeley, CA
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Re: Conceptual Balance Mod (and readme file) 1.00
Does it do double damage or not?
__________________
"When you have to kill a man, it costs nothing to be polite." - Winston Churchill
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March 17th, 2007, 06:45 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Conceptual Balance Mod (and readme file) 1.00
In the vanilla game, yes it does. The weapon properties window is the determining factor, not the item description window display.
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March 17th, 2007, 01:51 PM
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Sergeant
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Join Date: Apr 2004
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Re: Conceptual Balance Mod (and readme file) 1.00
Nice mod. I play with it all the time, though I do have a couple of nitpicks. The Dagon has seemingly been "nerfed" to put a crimp on awake SC/W9 bless mictan. Sadly, LA Atlantis feels this the most, as their weak heavy infantry mourns the loss. Previously it was possible to take a W9 awake Dagon without negative scales, now it is not. The combination of a rapid expansion pretender and W9 bless troops from turn 1 made LA Atlantis playable.
Other than that.... I was sad to see you make MA Ermor's Thamaturgs into H2 priests. I didn't think they were ungodly overpowered, and very few things in your mod were actually nerfed.
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