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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 September 27th, 2009, 05:35 PM

Sombre Sombre is offline
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Default Re: Conceptual Balance Mod 1.6

It feels kind of a weird spell for EA and MA but I guess if they can cast haunted woods, it's fair game.
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Old September 27th, 2009, 05:45 PM
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Default Re: Conceptual Balance Mod 1.6

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In my opinion, it's always better to try and fix/balance a specific strategy, instead of completely removing it
Sure it is, in general.

But Carrion Woods and manikins is kind of the theme of LA Pangea, if it is available in all eras you remove the depth of the storyline IMO.

I think it is more important to make it worthwhile where it is thematically supposed to be, than making it "balanced" and half assed in all eras. Otherwise you´re breaking the game a bit.

An alternative would be to keep it low cost and no research for LA, and make another version for EA and MA requiring research and some more gems.
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  #3  
Old September 28th, 2009, 03:46 AM
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Default Re: Conceptual Balance Mod 1.6

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An alternative would be to keep it low cost and no research for LA, and make another version for EA and MA requiring research and some more gems.
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You could just #copyspell it and make it available for all ages but cheaper for LA Pan.
That's pretty much what I was thinking about.
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Old September 28th, 2009, 04:58 AM

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Default Re: Conceptual Balance Mod 1.6

Hopefully we hear the conclusion from QM. If it is a bug then I'll love the new CBM but if it is a feature new version just killed my game
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Old September 28th, 2009, 09:58 AM

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Default Re: Conceptual Balance Mod 1.6

A nerf was intentional, but not as drastic as it turned out (I forgot just how sucky it was unmodded). Next version it will probably go back as it was for LA, and +10 gems +1n/d needed for other eras.
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  #6  
Old September 30th, 2009, 12:59 AM
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Default Re: Conceptual Balance Mod 1.6

Now that sounds just about perfect.
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Old September 27th, 2009, 05:47 PM

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Default Re: Conceptual Balance Mod 1.6

You could just #copyspell it and make it available for all ages but cheaper for LA Pan.
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  #8  
Old September 30th, 2009, 01:21 AM
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Default Re: Conceptual Balance Mod 1.6

Has anyone noticed how quantum_mechani is a genius?
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Old October 1st, 2009, 09:44 AM

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Default Re: Conceptual Balance Mod 1.6

I have a suggestion about buffs. Not a balance thing, but something that could improve battle scripting. Reduce range on some buff spells, so caster will cast them on the squad that you intended the spell for and therefore put the caster close by.

Example: I had an army with two groups of centaurs that I placed on flanks with attack rear and a bunch of archers in the middle. I had two pans intended to cast haste on the two centaur groups. But, since haste has a range of ten and there were much more archers, pans chose to buff them, which is completely illogical. If the range for the spell had been five or less, I could have positioned them to cast on centaurs.
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Old October 1st, 2009, 12:46 PM
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Default Re: Conceptual Balance Mod 1.6

That might be a good idea! Not sure how it would play out but certainly worth trying.

On the other hand there are many situation where I love the AOE buffs having some range. Like Earth mages casting weapons of sharpness on my frontline after their script has run out etc...
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