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May 14th, 2009, 07:13 AM
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Major General
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Join Date: Sep 2006
Posts: 2,198
Thanks: 90
Thanked 32 Times in 22 Posts
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Re: Conceptual Balance Mod 1.5
Thanks QM for updating this excellent Mod.
When you first started the conceptual balance mod for dom3 I hated it (was probably new and slightly stupid) but now I by far prefer playing conceptual balance mod games to vanilla games.
The conceptual balance mod makes so many spells, pretenders and units actually useful, rather then useless in vanilla. For example in one of my MP games, I am having a great time with stone/fire drakes being cast from multiple dragon masters. Thats 3 spells I wouldn't touch with a 10 ft pole in vanilla.
Thanks again QM and all who helped you for making this great game even better. 
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May 14th, 2009, 09:49 AM
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Second Lieutenant
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Join Date: Jul 2007
Location: country of stinky fromages
Posts: 564
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Re: Conceptual Balance Mod 1.5
The best about this mod, is that the rebalance of low level spells is a great boon to the AI, especially combined to NI maps(they are FORCED to recruit their mages from time to time), as the auto cast AI has less chance of selecting an useless spell.
So thanks for this tedious and boring work of updating regularly this awe + 99 mod. (don't forget your sunglasses !)
__________________
10 times more numerous, by nigth and backstabbing.
Senior member of the GLIN !
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May 15th, 2009, 12:54 AM
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Corporal
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Join Date: Mar 2008
Posts: 152
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Re: Conceptual Balance Mod 1.5
Lord Warden still has mapmove 1. Is it WAD?
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May 15th, 2009, 02:52 PM
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Major General
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Join Date: Mar 2008
Location: Serbia
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Re: Conceptual Balance Mod 1.5
A nice improvment, although I still think that Man is even more crippled in CBM due to higher resource cost of longbowmen and flaming arrows moved to ench. 5.
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May 16th, 2009, 12:54 PM
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Corporal
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Join Date: Aug 2008
Posts: 53
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Re: Conceptual Balance Mod 1.5
Was the autosummon really that much of a problem? The things in question still have a fair chunk of domsummons, and someone can (bar wishes) really only have one pretender...
I'm asking because I considered the best feature of most of the summoning pretenders to BE their autosummoning.
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May 16th, 2009, 01:56 PM
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Corporal
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Join Date: Aug 2008
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Re: Conceptual Balance Mod 1.5
Oops, didn't spot this in time to edit. Nevermind.
Did you massively buff shade beasts? You set the cost to summon 15 of them to 70 death gems, and...
Well, I've never found them THAT useful
Edit: Just checked, and there's no change by ID number. I'm going to assume it was a typo and it should be 7 per 15?
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May 16th, 2009, 04:21 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: Conceptual Balance Mod 1.5
Quote:
Originally Posted by darloth
Edit: Just checked, and there's no change by ID number. I'm going to assume it was a typo and it should be 7 per 15?
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Yup, that's what happened.
Freespawning pretenders could definitely be an issue, especially the lord of the gates shades (they can't even starve). I agree though it leaves those pretenders in a poor spot.
As for why the tart cost nerf was so modest, the problem is the more expensive the summon gets the more gigantic the advantage for those few players that can heal tart afflictions (with chalice or GoH). Not to mention making using tartarians as troops that much less attractive.
Also, while GoR was definitely used plenty before, the idea with making it cost less is for it to be used on a wider variety of units.
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May 16th, 2009, 05:50 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
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Re: Conceptual Balance Mod 1.5
Man could probably be helped with national versions of flame arrows.
Other suggestions would be a song of winds that was a 10+ AoE arrow fend, that only lasted while the song played.
One other more general interesting spell would be something like burst of fertility. Increased population growth, lower unrest.
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The Following User Says Thank You to chrispedersen For This Useful Post:
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May 17th, 2009, 12:47 AM
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BANNED USER
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Join Date: May 2004
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Re: Conceptual Balance Mod 1.5
P3D - see my post on MA-Mictlan strategy thread.
The lawgiver makes an interesting alternate stratgy available for MA mictlan - but it is still sub optimal to FW bless.
Now, if he was A1S2D1 / F1A1S2 / or even W1A1S2 it would be enough to probably make him the dominant MA pretender. But, by a nose, the oracle still has it.
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May 17th, 2009, 02:45 AM
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Sergeant
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Join Date: Jan 2009
Location: Reno, NV
Posts: 353
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Re: Conceptual Balance Mod 1.5
Well, for an FW bless the only disadvantage of the Lawgiver vs Oracle is Dom3 Dom4 - and you have two additional paths, and neither A4 nor N4 are useless.
Quote:
Originally Posted by chrispedersen
P3D - see my post on MA-Mictlan strategy thread.
The lawgiver makes an interesting alternate stratgy available for MA mictlan - but it is still sub optimal to FW bless.
Now, if he was A1S2D1 / F1A1S2 / or even W1A1S2 it would be enough to probably make him the dominant MA pretender. But, by a nose, the oracle still has it.
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