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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old October 22nd, 2007, 09:33 AM

Quitschi Quitschi is offline
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Default Re: Conceptual Balance Mod (and summary file) 1.

Will there be a CBM for version 3.10?
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  #2  
Old October 22nd, 2007, 11:29 AM

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Default Re: Conceptual Balance Mod (and summary file) 1.

QM has said the next version of CBM will be out relatively soon and of course it will be tailored to 3.10.
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Old October 22nd, 2007, 03:40 PM
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Default Re: Conceptual Balance Mod (and summary file) 1.

It'd be nice if it also included some of the bug fixes that are possible with mods, such as the hydra fix and the demonbred's age. I appreciate you guys' hard work!
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Old October 23rd, 2007, 04:01 PM
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Default Re: Conceptual Balance Mod (and summary file) 1.

I probably asked this last year, but I haven't played in a while and things have possibly changed since then: Have the touch attack spells been changed at all? In particular have any of Dom3's healing spells been made more feasible? The biggest problem I have is that it's hard to get your caster to reliably cast the spells at all (ie. they either stay away from battle, or directly engage, but rarely ever get up close and heal).

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Old October 23rd, 2007, 05:49 PM

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Default Re: Conceptual Balance Mod (and summary file) 1.

I intended to to have the 1.2 version out last weekend, but it looks like it's going to have to wait for this coming weekend. I do intended to incorporate as many base game bug fixes as possible.

On touch and healing spells: many of them have been boosted, but it's very difficult to have them function as intended by IW and still have a niche.
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Old October 25th, 2007, 03:04 AM

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Default Re: Conceptual Balance Mod (and summary file) 1.

Couple more nations' summons looked at.



ARCOSCEPHALE EA

Summon Sirrush - DUAL PATH - 1 / 10 vanilla. Honestly these things are already pretty cool. They're size 6 but get 3 attacks at str 22, good attack skill, 80hp, they're sacred, great mr of 16, prot 15. However they could probably do with a little discount just to reward people for using this tasty unit. 1 / 8 would be better. Note that Ctis uses a similar spell called Contact Sirrush with path requirements they can meet. I suggest the same there.


ULM EA

Sloth of Bears - 8 / 15 - To bring it in line with improved animal summoning spells in general and to make it not suck, I suggest 8 / 8 and bump it to research level 4/5 instead of 3. Most importantly, the unit 'Great Bear' #694 currently has att 9 def 7, this needs to be higher, like att 11 def 10 at least. Additionally the Great Bear unit only has a claw attack, when it would make total sense for it to have Claw and Bite. With these changes, the bears would have some nice offensive power.

Pack of Wolves - 20 / 25 - Wow, this one needs to be improved. I'd basically stick it at 12 / 7 and have it pretty much replace summon animals, while still being different.
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File Type: zip 559227-Graphics for QM.zip (7.9 KB, 101 views)
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Old October 25th, 2007, 04:25 AM

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Default Re: Conceptual Balance Mod (and summary file) 1.

Just looked over TC's national summons. It's hard to figure the balance of these somtimes, but they're such cool units (national summons generally) that encouraging their usage can't really be a bad thing.

TIENCHI EA


Celestial Servant - DUAL PATH - 1 / 3 - It isn't too bad a summon, though it's hard to use these guys in combat - as meatshields they have low prot and as fighters they only have one attack at size 5 and that's at att 8. They are sacred however. I'd like to see them at 3 / 8 so they can be used in some sort of bless strat, and either the rake weapon set to att 0 def 0 or the servant bumped to att 10 def 10 instead of 9-9; they are supposed to be bad fighters, but 10 10 with a -1 -1 weapon is already bad.


Heavenly Rivers - DUAL PATH - 3 / 12 - Another sacred heavy infantry type. Unlike servants, these guys know how to fight and have berserk 4. They're also amphibious. After brief conversation with QM, the cost is probably fine, due to high prot + berserk 4.

Ambush of Tigers - 7 / 10 - Another animal summon, same level as the rest. Tigers have two attacks which makes them more powerful offensively than most. I suggest 6 / 4, keep at same research level.


Celestial Hounds - DUAL PATH - 2 / 5 - Oh I do love these little fellas. If people aren't using them then a slight discount to 2 / 4 or 2 / 3 wouldn't go amiss.


Heavenly Fires - DUAL PATH - 3 / 10 - Another fun flying sacred celestial summon. These guys throw fire around, but it doesn't seem hugely effective. I suggest changing their "Flaming Wheel" #321 weapon to #nratt 2 #dmg 3 to make them better at range and maybe discounting to 3 / 7 or 8.


Call Celestial Soldiers - DUAL PATH - 5 / 15 - These guys are sacred and have some nasty power on them, though they are at a relatively high research level. They seem pretty damn solid to me, though at size 4 I'd like to see them sporting a hoof attack to go along with their glaive. They are giant horsemen after all. If cost was cut to 5 / 10 they would be a very attractive higher level summon, maybe that's too much though.


Contact Huli Jing - DUAL PATH - 1 / 30 - A nice summon which offers more magic, but it's hard to get above 2 in W, S or A. Guaranteed N3 though. I'd rather they were 1 / 25 or so to encourage their usage.
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