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March 15th, 2007, 02:59 PM
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Major
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Join Date: Sep 2005
Posts: 1,007
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Thanked 2 Times in 2 Posts
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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
Posts: 5,425
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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
Posts: 259
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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
Posts: 5,425
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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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March 17th, 2007, 02:49 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
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Re: Conceptual Balance Mod (and readme file) 1.00
You're right that LE Mictlan was the main reason for the Dagon nerf. However, I think he is hardly a shabby pretender now, a great turn 2 expander with good prot, fear, and easy-to-acquire-awe, and the slots to keep him relevant later in the game. And besides he has the bit in the description about weak magic.
With the thoumaturgs, the problem was that their crazy levels of reanimation were (together with the great sacred troops) making the nation the juggernaut of ME, and greatly marginalizing the nation's normal national troops. The grand thoumaturgs actually weren't so bad as they were, being capital only, but the ones recruitable everywhere could just be scaled to insane levels. Providing troops, research, and great magic support (with nether darts) you could make a formidable nation even with no other recruitable unit. I probably would have left the grand ones as they were, but it I didn't want to leave a weird gap in available priest levels.
As for the change summary doc, I don't think I'll have time to work on it any time soon, but Mork did show me a preliminary version of one he made, so he might be working on it.
Oh, and yes, the demon bane works as Edi says in both base and CB.
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