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

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Old November 9th, 2010, 09:47 PM

Finalgenesis Finalgenesis is offline
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Default Re: CBM 1.7 released

An interesting option would be something similar to Edi's piecemeal edition CBM 1.6, by making the most controversial changes optional.

For example, hammer uniques, it could be if certain players want the to have hammer allocation and planning in the game they can turn it on. Users could customize a game to what they want. Want a dumbed down minimal micro game? Hammer off, booster off ...etc

Though that might cause balancing descrepencies, say if some earth nations were adjusted and weaker thug nations getting forge ability (Eriu, TNN...etc) then you turn hammer on ... Or certain nation getting hammered with no booster access.
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Old November 9th, 2010, 10:32 PM

TheConway TheConway is offline
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Default Re: CBM 1.7 released

Quote:
Originally Posted by Finalgenesis View Post
An interesting option would be something similar to Edi's piecemeal edition CBM 1.6, by making the most controversial changes optional.

For example, hammer uniques, it could be if certain players want the to have hammer allocation and planning in the game they can turn it on. Users could customize a game to what they want. Want a dumbed down minimal micro game? Hammer off, booster off ...etc

Though that might cause balancing descrepencies, say if some earth nations were adjusted and weaker thug nations getting forge ability (Eriu, TNN...etc) then you turn hammer on ... Or certain nation getting hammered with no booster access.
This is pretty easy to do already. Just spend 10 minutes with the modding manual and a text editor. You can remove the pieces you dislike, save it as a new document, and use it for your customized game.
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Old November 10th, 2010, 03:13 AM

Numahr Numahr is offline
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Default Re: CBM 1.7 released

(Almost) removing hammers is a radical move, but one which is perfectly in line with the concept of the Mod, I think: it removes an "obvious", no-brainer option that was almost mandatory for competitiveness.

As a major side effect, it decreases accessibility of magic items. My personal view, but this is very personal, is that spells were not competitive enough as an option to spend gems compared to items, so I tend to like this. But this is a "flavour" consideration, where I wished that magic items were really exceptional rather than produced at an industrial scale by chains of impersonal hammer-handlers.

So I think the hammer thing is a rather interesting one, in spite of the balance issues it raises.
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