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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 July 24th, 2009, 12:32 AM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.5

Quote:
Originally Posted by Amonchakad View Post
Hi, I had a thought a moment ago while playing an SP game: what about giving the standard independent commanders map move 1?
It might actually make national troop leaders worthy of recruiting under some circumstances, because as of now they are quite worthless.
Yes, this was the case (as well as increased prices for indy commanders), but it was removed due to public backlash. Even the last vestige - normal indy commanders 40 instead of 30 - has had some complaints.
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  #2  
Old July 24th, 2009, 02:59 AM

chrispedersen chrispedersen is offline
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Default Re: Conceptual Balance Mod 1.5

QM:

Is why I am developing a batchfile to compile a mod.
In it, the player will ask questions: For example:

Lower Effectiveness Indy Commanders (Indy commanders set to mapmove 1, Cmd=30) ? If the player says yes, you add that bit of code into the mod.

This would allow really customizable games....
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  #3  
Old July 24th, 2009, 04:07 AM
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Gregstrom Gregstrom is offline
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Default Re: Conceptual Balance Mod 1.5

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Originally Posted by chrispedersen View Post
QM:
For example:

Lower Effectiveness Indy Commanders (Indy commanders set to mapmove 1, Cmd=30) ?
I like the concept, although I wish you luck trying to give indy commanders 30 leadership.
__________________
A Beginner's guide to Lanka

Want to use multiple mods? The Mod Compatibility Index might be useful.
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  #4  
Old July 23rd, 2009, 08:53 AM

Sombre Sombre is offline
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Default Re: Conceptual Balance Mod 1.5

That was the case in cbm in a previous version. Don't think it's the case now,.. it's hard for me to tell since I always play NI.
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  #5  
Old July 27th, 2009, 05:02 PM

Trumanator Trumanator is offline
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Default Re: Conceptual Balance Mod 1.5

Thought- Maybe make moon blades either one handed or AP? ATM they just don't seem powerful enough, as the vast majority of SCs depend on having high prot, and while the bonus against magical beings is substantial, I still think I would prefer to dual wield elf-banes, axes of hate, dusk daggers, use GCs, etc. If its meant as more of an anti-troop weapon then making it one handed would make me much more likely to use it since I could pair it with a shield.

Sort of OT- How exactly does the slay magic effect of the elf-bane work? I assume its some sort of MR roll? Similar question about the Smasher, how does its effect work?
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  #6  
Old August 4th, 2009, 09:48 PM

Huzurdaddi Huzurdaddi is offline
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Default Re: Conceptual Balance Mod 1.5

Quote:
Originally Posted by Trumanator View Post
Thought- Maybe make moon blades either one handed or AP? ATM they just don't seem powerful enough, as the vast majority of SCs depend on having high prot, and while the bonus against magical beings is substantial, I still think I would prefer to dual wield elf-banes, axes of hate, dusk daggers, use GCs, etc. If its meant as more of an anti-troop weapon then making it one handed would make me much more likely to use it since I could pair it with a shield.
Don't forget that the x2 is after weapon damage+str (at least it was in Dom2). When a unit gets hit by a x2 or x3 damage weapon by any type of thugish unit it is generally toast.
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  #7  
Old August 5th, 2009, 05:15 PM

Trumanator Trumanator is offline
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Default Re: Conceptual Balance Mod 1.5

Quote:
Originally Posted by Huzurdaddi View Post
Quote:
Originally Posted by Trumanator View Post
Thought- Maybe make moon blades either one handed or AP? ATM they just don't seem powerful enough, as the vast majority of SCs depend on having high prot, and while the bonus against magical beings is substantial, I still think I would prefer to dual wield elf-banes, axes of hate, dusk daggers, use GCs, etc. If its meant as more of an anti-troop weapon then making it one handed would make me much more likely to use it since I could pair it with a shield.
Don't forget that the x2 is after weapon damage+str (at least it was in Dom2). When a unit gets hit by a x2 or x3 damage weapon by any type of thugish unit it is generally toast.
I realize that, but personally, I would be much more likely to build a Gate Cleaver, or any of the other above named items. Moon blades are just too specialized, and the 2h status means they have to compete w/GCs and Flambeaus, 2 far superior weapons.
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  #8  
Old August 18th, 2009, 08:49 AM

LDiCesare LDiCesare is offline
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Default Re: Conceptual Balance Mod 1.5

Rather than threadjack another thread, I'd like to point out a few things I dislike in CBM:
-Phoenix pyre for the phoenix is miho overpowered.
-Umbrals at Conj7 instead of 5 ruins EA Agartha.

I understand phoenixes are rather bad in vanilla, but turning them into SC's usable for early expansion seems exaggerated to me. Would you rather have a great bull of a phoenix for initial expansion for instance?

Umbrals are strong, yes. But then what else does Agartha has for them? Rhuax and Barathrus Pact, but Ehuax isn't really awesome and that's about it. Needing Conj7 means EA Agartha needs to find something else to jsut survive until they get to the umbrals, but what? Their troops are still poor, and their mages need schools other than Conj to be useful on the battlefield, which delays umbrals further. Were these nice undead so overpowered EA Agartha dominated the EA? I don't think so.
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  #9  
Old August 18th, 2009, 09:55 AM

chrispedersen chrispedersen is offline
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Default Re: Conceptual Balance Mod 1.5

Regarding the umbrals. I completely agree. I've made the same point a couple of times. So in my balance mods - I knock it back down to conj 5.

Regarding the phoenix - I don't think he's overpowered - great for early expansion, only fair after that.
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  #10  
Old August 18th, 2009, 11:53 AM

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Default Re: Conceptual Balance Mod 1.5

Strengthening EA Aggy by putting umbrals back at their lower research level would run counter to the concept behind CBM because the umbrals would still be rather overpowered and would reduce the realistic options for the nation by virtue of their power. I think other elements of EA Aggy should be strengthened instead.

Umbrals are a bit like tarts or jaguar fiends in that they're just crazy cheap for what they do.
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