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March 21st, 2007, 02:35 AM
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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
Quote:
KissBlade said:
You find tungaliks' poor ...? Sure they're not Seithkona's but sacred ghost gripping frozen hearters are not that shappy in LA. I should also point out they are excellent leaders with the ability to command undead, regular troops, magical all at once. Also I find spamming LA harpoon throwers not bad and the ability to dominate waters should never be dismissed ... Angakok may have precision 8 but the nice synergy of falling frost + cold res troops and the ability to both skel spam/shadow blast is very nice. Who cares if they can't construct worth a damn, death gems can be used for oh so many things and I'm actually pretty fond of water summons now.
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Angakoks are great, falling fires + skelle spam is good times, but Tungalisks? They can't cast anything of any importance except your ghost grip/frozen heart, (and frozen heart is level 6 alteration... a path not otherwise useful (except drain life which you cannot natively cast, and quickness, which comes very early). They also can't forge a damn thing either. About the only thing of importance that they can do is research and Dark Knowledge. Aside from the aforementioned Keeper of the Tombs, I challenge you to find a secondary mage from LA who is even close to as bad.
Ulm - Fortune Teller
Arcoscephale - Mystic
Man - Magister (this guy ain't that great either, but in a drain faction)
Ermor - Spectator
Marignion - Royal Navigator
Mictan - Take your pick
T'ien Ch'i - Choice of 4 better ones
Jomon - Shugenja + two main mages
Argathea - Servant of the Oracles (not amazing either, but at least it can forge and cast some national summon rituals)
Abyssa - Warlock Apprentice
Caelum - Caelian Seraph (prob the best 100-150g mage in the game, unless perhaps it's the Harab Seraph (145g, AD(AWED)
C'tis - Keeper of the Tombs (bad)
Pangaea - Black Dryad (not great, but they do get their choice of DDNNN or EENNN main mages, plus two rather weak dryads)
Midgard - Volva (A+)
Patala - Two 250g mages, plus a 160g Guru and a nice communion slave in the Yogi
R'lyeh - Star Child, Star Spawn
Only Man (drain nation), C'Tis (reanimator nation), and Pangaea (two 5 path mages, plus stronger nationals) have secondaries that are as poor as LA Atlantis. With that said, I'm a fan of these guys, especially the sailing and the amphibious nature. They can be a pretty big pain in the ***, tho I think their gimmicks are often not enough to make them a player in LA.
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March 21st, 2007, 06:35 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Conceptual Balance Mod (and readme file) 1.00
I couldn't be bothered to wait to be told there's no ID usage list for the mod, so I went ahead and made one. After all, if you want something done,....
Counterbalance complete 1.00, new slots used up:
----Weapon slots used: 659, 708-10, 751-5, 768, 769
----Armour slots used: 252-264
----Monster slots used: 2851, 2877, 2888, 2890-2892
----Site slots used: 890
Despite the weird spreading around of monster numbers and weapons, this is actually compatible with quite a few things. Most importantly, Worthy Heroes. It's also 99% compatible with the Late modcombo 1 I posted, although those mod nations are balanced for use with vanilla, not CBM.
I still plan to make CBM versions of Ulm Reborn, Vaettihiem SE and Zepath's 4 late nations,... but I'm wondering if people are interested in seeing that or not, since most CBM users play strictly multiplayer and mods don't seem at all popular in MP games.
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March 26th, 2007, 10:40 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
Another issue that has arisen for me... this time with Marignion, and honestly all cavalry. The Royal Guard is so far superior to the infantry units that marignion has to offer now so as to render them almost completely obsolete. While not exactly Vans, the Royal Guard massed and backed with crossbows is fearsome. With the production costs lowered to half of what they were before on both gold and resources, there is no reason to build anything other than crossbows and these broadsword cavalry.
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March 26th, 2007, 11:22 PM
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BANNED USER
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Join Date: Feb 2007
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Re: Conceptual Balance Mod (and readme file) 1.00
Yeah it seems all cavalry in CBM was improved. This has resulted in heavy cav, which I thought was powerful enough already, becoming absolute monsters.
Of course light cav is now useful, which is a good thing.
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March 28th, 2007, 01:55 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 (and readme file) 1.00
Here's my overview and summary of the mod; to be edited and hopefully distributed with the ReadMe if QM desires in the next version.
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March 28th, 2007, 02:33 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Conceptual Balance Mod (and readme file) 1.00
Thats one of the better explanations of CB that Ive seen.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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March 28th, 2007, 03:47 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: Conceptual Balance Mod (and readme file) 1.00
It's a very good summary, I don't quite agree with some of the explanations, but a slightly edited version will be in the next release for sure.
On heavy cavalry, I agree they were good base game, but they were very uneconomical to mass. So naturally the indies that have them are tough, but as far as the player recruiting them it was rarely if ever viable. Mostly because of the huge barding costs with no in-game effect.
I agree that Marignon basically only needs one kind of melee troop to go with crossbows, but I disagree that the royal guard is the obvious choice. One problem with heavy cavalry is that it tends to be significantly more vulnerable to battle magic than infantry because of the high gold density on a square, and easier to hit with single effect spells. In any case, it's certainly an improvement over base game where you pretty much only needed crossbows. That said, it's quite possible they need some price tweaking, but so far I haven't seen an eruption of heavy cavalry armies in CB games.
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