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  #1  
Old October 26th, 2007, 02:55 AM

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


ABYSIA EA


Summon Spectral Infantry - 5 / 5 - RL2, D1F1 - The Abysians lack recruitable mages to actually cast this and on top of it being difficult to use, the units aren't exactly hot stuff, only slightly better than shades. I suggest a major discount to 5 / 1 just to reward people who can cast the things.


Contact Scorpion Man - 1 / 12 - RL8, E1F1 - Again, the Abysians don't have mages that can cast this, though it does come late in the game. Actually that's the big problem with it - it's an interesting and powerful unit, but it's research level 8 damnit. If at all possible I'd like to see this dropped a couple of research levels and made 1 / 10. It seems really out of place at RL8. I appreciate that other nations have this spell and can actually cast it, so I could be wrong :]



CAELUM EA

Summon Yazatas - 6 / 18 - RL5, 2S - You already changed this a LOT in the last cbm, altering the unit, lowering the cost and making the spell RL1. So I'll leave them to you,.. though it might be thematically a bit funny I still think that both this summon and Amesha Spenta should require Air not astral, making them castable primarily by EA Caelum, since they are closest to the the celestial sphere. I suggest making them RL1 as you already have, but having them cost A3 - usable out of the box mainly by EA Caelum, but also by the other two eras.


Call Amesha Spenta - 1 / 60 - RL8, S5 - Reminds me of the Tlaloques. Again, I think they should be an air spell, A5 - one reason is to give air some actual cool summons, the other reason being that Caelum, particularly EA Caelum, don't get astral mages. Thematically EA Caelum would probably be most likely to summon these guys, you'd think. So I suggest A5 at 1 / 60.
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Old October 26th, 2007, 04:29 AM

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



CTIS EA


Contact Sirrush - 1 / 10 - RL5, S1N1 - See my previous comments on Arcoscephale's Summon Sirrush spell. I think 1 / 7 or 8 would be far more tempting.


Summon Monster Toads - 3 / 8 - RL5, N2 - Note that this spell is different from the "Summon Monster Toad" one Mictlan gets, because it summons more at a time. Again, the boosts to the stats of the Monster Toad would help a bit, but I think this summon should be 3 / 6 making it hands down better for Ctis - after all the Marshmasters of MA Ctis would be far more in touch with these beasties.

Contact Couatl - 1 / 40 - RL7, N1S1 - See my comments on Mictlan's version of the spell, which is identical afaik.


Summon Scorpion Man - 1 / 12 - RL8, E1F1 - Once again the poor Scorpion man is hard or this nation to cast and high research level. See my comment's on Abysia's version, which has a different name but is afaik identical. Oh and as noted in IRC, he could be summoned a commander, that'd be fairly cool.


Devourer of Souls - 1 / 30 - RL9, D6 - A cool unique summon. Like scorpion man it could reasonably be changed to summon as a commander. It's nice that it is castable by Ctis with a couple of boosters. It could be dropped in research level by 1 or 2, but mainly it has problems as a SC killer because it isn't a commander and is a bit hard to use. With appropriate slots, as a commander and perhaps costed lower it could be a fun and useful unique for Ctis.



PANGAEA EA - all these summons are basically for Pan LA though.


Carrion Centaur - 1 / 10 - RL1, N1D1 - I merely suggest a discount to encourage the use of these reanimators. 1 / 6.


Carrion Lady - 1 / 16 - RL4, N1D1 - Suggest 1 / 10.


Carrion Lord - 1 / 25 - RL6, N3D2 - I'd like to see the Carrion Lord unit get N3D1H3 magic instead of his current N3H3 D 10% payload. That way he could summon up Carrion Ladies himself. Cost could drop to 1 / 20.
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  #3  
Old November 16th, 2007, 02:39 AM
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MartialDoctor MartialDoctor is offline
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Default Re: Conceptual Balance Mod (and summary file) 1.

This mod looks great! I was wondering if version 1.2 was out yet? I'd like to try it out.

Thanks for the all the work you guys are putting into this.
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  #4  
Old November 17th, 2007, 06:44 PM

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

It's not out yet, hopefully some time in the next few weeks.
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Old November 17th, 2007, 06:56 PM

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

I don't know if this is relevant, or just a result of using 3.10 with CB1.1 Gods/Scales.

Late Era Agartha has some funy pretenders. Including some Maverni hornblower or something.
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Old November 17th, 2007, 07:00 PM

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

That is actually a worthy heroes bug.
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Old November 22nd, 2007, 01:14 PM

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

TIRNANOG EA


Contact Cu Sidhe - 7 / 10 - RL3, N2 - A sacred animal summon. It's interesting to note there are two types of Cu Sidhe in the game, one green one (1770) and one black one (851). The green one is summoned by this spell and is actually quite a fighter, like an upgraded dire wolf with excellent mr. It lacks the patrol bonus of the black one however. This is one of the best animal summons I've seen, on par with the jade serpents. If it were 7 / 7 I'd use it for sure, probably with a nice bless.


(As an aside, the "Dire Wolf" unit, ID 1224, should really be size 3, not 2 as it currently is in the game.)



HELHEIM EA


Pack of Wolves - 20 / 25 - Same as EA Ulm's spell. I suggested changing it to 12 / 7, though perhaps even 13 or 14 / 7 would be needed to stop it sucking so bad. It's even more awful for Helheim because none of their national mages can cast it.



NIEFELHEIM EA


Pack of Wolves - 20 / 25 - Same spell again. Niefelheim can at least cast the damn thing, but only with about 1/2 of their Gygja.
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