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November 16th, 2007, 02:39 AM
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Corporal
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Join Date: Oct 2007
Location: Taipei, Taiwan
Posts: 116
Thanks: 2
Thanked 1 Time in 1 Post
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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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November 17th, 2007, 06:44 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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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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November 17th, 2007, 06:56 PM
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Lieutenant Colonel
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Join Date: May 2007
Posts: 1,355
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Thanked 5 Times in 4 Posts
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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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November 17th, 2007, 07:00 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Conceptual Balance Mod (and summary file) 1.
That is actually a worthy heroes bug.
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November 22nd, 2007, 01:14 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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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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November 24th, 2007, 03:23 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Conceptual Balance Mod (and summary file) 1.
I've given Kailasa a look, but I don't feel overly confident in my ability to balance them, especially the commander summons. You can see from my approach so far that I basically boost summons - this is because I feel the majority of them are currently so much worse than the other uses for gems and they really are very cool. Anyway, Kailasa.
KAILASA EA
Summon Apsaras - 3 / 3 - S2, RL3 - They are offensively rubbish and have no prot, dying quickly to missile fire, however they are hard as hell to hit in melee. This spell isn't too bad considering they are sacred, but could sure use a boost, as part of the monkey nation early game. I suggest 6 / 4 for these as well as the tigers, because the spell requires astral gems and must therefore be tempting.
Ambush of Tigers - 7 / 10 - N2, RL3 - Same as the Tienchi spell I talked about before. I suggested a change to 6 / 4 earlier. I stand by it.
Contact Yaksha - 1 / 25 - N2E1, RL4 - These are buildable by Kailasa and unlikely to be cast by Patala. For Bandar Log they are nice summons for the Rishis, though given that they cost astral and are rather restricted they could perhaps be even cheaper. 1 / 22 wouldn't break anything.
Contact Yakshini - 1 / 25 - N2W1, RL4 - These are buildable by Kailasa and unlikely to be cast by Patala. For Bandar Log they are nice summons for the Rishis, though given that they cost astral and are rather restricted they could perhaps be even cheaper. 1 / 22 wouldn't break anything.
Summon Gandharvas - 6 / 18 - S2, RL5 - This is more like it; Sacred, skilled, fast, resistant, protected and they even have standard 5. These guys are capable of kicking serious ***, though imo they are overcosted in base (like most troop summons) particularly as they cost astral. 6 / 12 or 14 would be far more tempting.
Summon Kinnara - 1 / 25 - S3, RL6 - Access to a flying commander with A2 is cool, even better with his other abilities. No change suggested.
Summon Siddha - 1 / 35 - S4, RL7 - Main feature of these chappies is flying mapmove 10. They might be thuggable with the right equips. They are better than Kinnaras in almost every respect so 35 seems ok. No change.
Summon Devata - 1 / 45 - S5, RL8 - Thuggable, A3S2H3, they can't fly. I suggest a decrease to 1 / 40.
Summon Devala - 1 / 55 - S5, RL9 - Increases magic scale and fairly quickly too, S3H4 which is interesting, no flying,... a discount to 1 / 45 might be fair because they don't do much else and at this research level I'm not sure how important a magic scale increase would be.
Summon Rudra - 1 / 55 - S5, RL9 - Rudras appear to suffer from old age, which they probably shouldn't. They grant access to F3 and D3 are storm fliers with mapmove 4, but they can't lead or research (who cares?). Their description says they can't forge but they could when I tested. Very cool units, but a bit overcosted again. 1 / 45-50.
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November 24th, 2007, 06:16 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 summary file) 1.
YOMI EA
Summon Kappa - 1 / 1 - W1N1, RL1 - Oh dear. These fellas are ok when you can recruit them, but as a summon they suck *** and are sort of like upgraded sea dogs. 6 / 3 and I'd cast them to eat arrows and expand UW.
Summon Karasu Tengu - 1 / 1 - N1A1, RL2 - Sacred. Similar to Konoha Tengu but more skilled in melee. Still fragile. As a Tengu of the wilds it should get forest survival and being able to fly in storms it should get 50% shockres. Yomi can't cast these with nationals. I suggest 5 / 3 to reward those who can actually cast and use them. Which is only Jomon pretty much.
Summon Konoha Tengus - 5 / 5 - A1E1, RL3 - Sacred. Similar to Karasu Tengu but less skilled in melee. Still fragile. As a Tengu of the mountains it should get mountain survival and being able to fly in storms it should get 50% shockres. I suggest 10 / 6 to reward those who can actually cast and use them. Yomi actually can, as can Jomon.
Ambush of Tigers - 7 / 10 - N2, RL3 - Same as the Tienchi/Kailasa spell I talked about before. I suggested a change to 6 / 4 earlier. I stand by it. Yomi can't cast this.
Ghost General - 1 / 10 - D3, RL4 - These are basically the national version of Banes, harder to cast, one research level higher and hardly much better. I suggest lowering the requirement to D2 and dropping the price to 1 / 5, the same requirement and price as Revive Bane in CBM 1.1. That way you don't have to waste Dai Oni time to cast them and they thematically replace Banes, slightly better but at one research level higher.
Contact Dai Tengu - 1+25 / 55 - A2E1, RL5 - You get one Dai Tengu commander and a 25 Konoha tengu retinue. He has A3E1N1H2 and as such can summon more Tengu. I suggest a drop in cost to 45. Yomi has virtually no chance to cast this with nationals, Shinuyama can't but Jomon can.
Contact Nushi - 1 / 25 - W2N1, RL5 - She gets sick and dies if she leaves her home. Nushi are W3D1N2 and so can step up your paths slightly, but are pretty underwhelming generally. 1 / 20 would be better. Yomi can't cast her, but Shinu and Jomon can.
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