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October 17th, 2011, 09:37 AM
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Major
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Join Date: Feb 2009
Location: Me a viking
Posts: 1,012
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Re: Adept's Balance Mod 1.00 ready
First press edit, in the edit window there is a button named "go advanced" next to the save button, press that and you can edit the title of teh thread.
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October 19th, 2011, 07:22 AM
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Sergeant
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Join Date: Nov 2003
Location: Finland
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Re: Adept's Mod (weapon, magic and monster changes)
Thanks 
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November 17th, 2012, 12:40 PM
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Sergeant
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Join Date: Nov 2003
Location: Finland
Posts: 250
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Re: Adept's Mod (weapon, magic and monster changes)
Hmm, I think I missed out something obvious when doing this.
Currently I think that the price of hiring militia should be dropped from 7 to 5 gold. That way it would actually be worth it sometimes to get militia instead of properly trained infantry. Currently militia is just practically never worth the purchase and the upkeep.
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November 18th, 2012, 01:25 AM
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Second Lieutenant
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Join Date: Dec 2010
Posts: 517
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Re: Adept's Mod (weapon, magic and monster changes)
i've longed for the pivotal moment when militia rush would become a viable strategy
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November 18th, 2012, 04:18 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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Re: Adept's Mod (weapon, magic and monster changes)
Do i smell sarcasm or is it just the pair of socks im wearing ?
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November 18th, 2012, 05:41 PM
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Second Lieutenant
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Join Date: Dec 2010
Posts: 517
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Re: Adept's Mod (weapon, magic and monster changes)
no, i am completely serious, reducing the price of militia(one of the most unfairly underutilized umits in the game) by 2 gold is a massive change that will shake the metagame to its core. maybe this daring mod will even go so far as to increase their strength stat by a single point to represent militia being mostly conscripts from rural areas. who knows, or dares to dream?
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November 19th, 2012, 04:49 AM
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Corporal
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Join Date: Aug 2011
Posts: 178
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Re: Adept's Mod (weapon, magic and monster changes)
Did he ruin your favorite mod? sadface 
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November 19th, 2012, 05:29 AM
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Second Lieutenant
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Join Date: Dec 2010
Posts: 517
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Re: Adept's Mod (weapon, magic and monster changes)
on the contrary, this mod is my favorite, now and forever
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November 19th, 2012, 05:54 AM
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Corporal
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Join Date: Aug 2011
Posts: 178
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Re: Adept's Mod (weapon, magic and monster changes)
Then I vote to rename this mod to "Admiral Aorta's favourite balance mod". To be clear its purely a rebalancing mod rather than a content mod.
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November 19th, 2012, 06:53 AM
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Second Lieutenant
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Join Date: Dec 2008
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Re: Adept's Mod (weapon, magic and monster changes)
The non-apparent use is that militia become very gold-effective at patrolling and sieging (defense, offense).
CBM made the same change and the CBM world didn't implode.
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