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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 November 10th, 2010, 04:18 PM

TheConway TheConway is offline
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Default Re: CBM 1.7 released

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Originally Posted by Corinthian View Post
I kind of agree with Dimaz that the two most recent versions have made way to big changes. The only gem gen that was problematic was the clam of pearls. The fever fetish caused disease and fire gems are rather worthless anyhow. The bloodstone was overpowered but also extremely hard to get. In fact, I can't think of a single nation that can build them without empowering or designing your pretender to build them.

All these balance problems could have been fixed by changing their cost or their build requirements. Removing them was much to drastic.

The latest version have the same problem. If an item is problematic, make it more expensive. Make it less of an must have item. That way nations that really need them can still have them and those that felt forced to use them can consider if it's worth it.

If you want to make MA Ulm more competitive you could make their black knights cheaper. As it stands even sacred cavalry like that of EA ermor and MA T'ien Ch'i cost less then the black knights and sacred cavalry is way powerful with a big fire bless.

I also did not like the general archer nerf. It made some archers, like Jomon longbows and agathar crossbows less useful then many indys.

Otherwise it's a great mod. Keep up the good work.
The issue with gem gens is that A- the nations that "needed" them weren't necessarily the ones that got them easily (ulm, agartha, BL) and while they might make a legitimate choice in the early-mid game, they were quite seriously no brainers in the end game and made for ridiculous situations where nations would be casting multiple wishes for gems to forge more gem gens to wish for more gems. SDRs work in almost the same way as gem gens, are far easier to produce, and are even more of a no-brainer. Sure you could up their paths to b3 and cost 15 slaves, but you'd still probably end up making them since it only takes max 4-5 turns for that to pay off. Hammers are definitely a somewhat different case, but I'm wary of immediate condemnation until some testing is done, regardless of any theorycraft-driven alarmism.

Agree that MA Ulm buffs could go farther, there's really no way to raise them above bottom tier unless qm is willing to break some thematic eggs, which doesn't seem to be the case.

I have no idea what you mean about a general archer nerf. Explain?
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Old November 10th, 2010, 08:45 PM
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Corinthian Corinthian is offline
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Default Re: CBM 1.7 released

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Originally Posted by TheConway View Post
I have no idea what you mean about a general archer nerf. Explain?
Archers have been nerfed in several waves in the previous versions.
First they nerfed the general melee capabilities of archers.(att/def) This was somewhat justified in that it made flanking cavalry more effective and archers arent suposed to beat cavalry in melee. (Looking at the latest change log I cant actually find this so they might have reverted it again?)

Second they nerfed ranged units by making all common ranged weapons except slings and short bows more expensive in resources.

Third they made several units either more expensive or weaker. (Rangers of Ulm, Jomon longbows, bakemono archers (though they also got smaller so it evens out), more?)
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Old November 10th, 2010, 10:23 PM

TheConway TheConway is offline
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Default Re: CBM 1.7 released

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Originally Posted by Corinthian View Post
Quote:
Originally Posted by TheConway View Post
I have no idea what you mean about a general archer nerf. Explain?
Archers have been nerfed in several waves in the previous versions.
First they nerfed the general melee capabilities of archers.(att/def) This was somewhat justified in that it made flanking cavalry more effective and archers arent suposed to beat cavalry in melee. (Looking at the latest change log I cant actually find this so they might have reverted it again?)

Second they nerfed ranged units by making all common ranged weapons except slings and short bows more expensive in resources.

Third they made several units either more expensive or weaker. (Rangers of Ulm, Jomon longbows, bakemono archers (though they also got smaller so it evens out), more?)
looking at the first post changelogs for both 1.6 and 1.5 i am unable to see any sort of archer nerf besides the well deserved Androphag Archer cost increase. If you found this in the code yourself then okay.
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Old November 11th, 2010, 09:37 AM
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Corinthian Corinthian is offline
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Default Re: CBM 1.7 released

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Originally Posted by TheConway View Post
looking at the first post changelogs for both 1.6 and 1.5 i am unable to see any sort of archer nerf besides the well deserved Androphag Archer cost increase. If you found this in the code yourself then okay.
My sources for the changes are mostly the 1.5 changelog. Here is a few excerpts:

--Weapons and Armor--

-Crossbow-
Resource cost: 6 (4)

-Agarthan Steel Crossbow-
Resource cost: 10 (6)

-Composite Bow-
Resource cost: 5 (4)

-Long Bow-
Resource cost: 5 (4)

-Samurai Archer-
Gold cost: 12 (11)
Morale: 10 (11)
Precision: 10 (11)

-Ranger-
Gold cost: 13 (12)


I also found some more nerfed archers when I looked again.

-Vanara Archer-
Defense: 9 (10)
Attack: 9 (10)

-Bandar Archer-
Morale: 10 (12)
Attack: 10 (11)
Defense: 8 (9)
Hit points: 17 (18)

--Marignon MA--


-Crossbowman-
Morale: 10 (11)
Attack: 8 (10)
Defense: 8 (10)

--Sauromatia--


-Archer-
Gold cost: 11 (10)

-Ulm EA-


-Archer-
Hit points: 11 (12)
Strength: 10 (11)
Morale: 10 (11)
Map movement: 1 (2)
Changed short sword for dagger
Removed stealth

-Warrior Maiden-
Gold cost: 14 (12)
Precision: 11 (12)
Morale: 11 (12)
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