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July 14th, 2008, 06:27 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
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Re: Conceptual Balance Mod 1.3, updated documentat
Segmented version.
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The Following 4 Users Say Thank You to quantum_mechani For This Useful Post:
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July 15th, 2008, 02:39 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: Conceptual Balance Mod 1.3, updated documentat
Great! Thanks for the new version.
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July 15th, 2008, 03:05 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Conceptual Balance Mod 1.3, updated documentat
Thanks for the new version. Time for me to finally check this thing out, I think. 
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July 15th, 2008, 03:17 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Conceptual Balance Mod 1.3, updated documentat
Quote:
Edi said:
Thanks for the new version. Time for me to finally check this thing out, I think.
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I know the feeling.  It's weird and nothing's quite like you remember it. There are some cool changes, though. Check out Lord of War, I really liked the CB version.
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July 15th, 2008, 07:18 AM
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Sergeant
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Join Date: Sep 2006
Location: Kaiserslautern, Germany
Posts: 324
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Re: Conceptual Balance Mod 1.3, updated documentat
hm i dislike it that you changed the magic scales to vanilla  but ill check it out, thx for the work
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July 15th, 2008, 07:49 AM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Conceptual Balance Mod 1.3, updated documentat
Tremendous scope to this mod, so no one is going to agree with everything.
I actually like the return to the vanilla magic scales.
Perhaps my favorite modification is :
"*Touch of madness and rage now cost a gem, to limit unintended AI casting."
They say imitation is the highest form of flattery. I may use something like this in my next mp game.
Baffled by the reduced cost to crumble. I use it frequently in mp already, as endgames on 300 province map are littered with castles. I like the reduced cost, as it is an effective counter to what i see as a major issue to large games after turn 50 or so. But if the reduced cost is because players do not use it enough, I use it as much as possible already.
Baffled by the reduced cost for Leprosy. It is also extremely devastating spell that i tend to use a lot with penetration items against certain nations. Sometimes diseasing an army is better than killing it as he has to keep paying upkeep for a force that cannot fight as well.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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July 15th, 2008, 08:04 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 1.3, updated documentat
Pretty sure rage and touch of madness were changed to cost a gem a version or two back.
The biggest changes this time around are to pretenders. I was talking about some of them with qm yesterday and it's amazing how the certain pretenders were given price cuts AND substantial boosts and only now seem worth the cost.
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