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Mod Adept's Mod (weapon, magic and monster changes) - .com.unity Forums
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Old October 6th, 2011, 09:58 AM
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Default Re: Adept's Balance Mod 1.00 ready

Quote:
Originally Posted by Foodstamp View Post
Adept,

The main thing to remember is that these people wouldn't be so passionate about critiquing your mod unless they intended to use it as a substitute for CBM.
Ah, I guess that makes sense. Sorry, I react quite poorly to poinlessly confrontational stuff.

For what it's worth I'm starting to see that putting the word balance in the name really did confuse people.

I was thinking about different things than balance between nations.

Adept's tweak Mod? Adept's consistensy mod?

The point was to fix things that have annoyed me and my friends over the years.

The biggest change in gameplay is getting rid of non-site gem production and forging discounts. What discounts remain (from special units and pretenders) will be non stackable, and hence not an issue.

I find the gem economy to be a very interesting and important part of Dominions, and the stackable fraction based (percentage) discounts as a disruption. I could write a long essey on the game theory of this, but I bet it would quickly move to TLR territory

So basically if you want to try what the game is like with those things removed, try the mod. If that doesn't interest you, you probably won't enjoy it.

I'm eager to hear from those who do choose to try it, and I'll report on what my own Dominions group things about it after our next game.
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