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  #1  
Old October 10th, 2005, 03:11 AM
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Graeme Dice Graeme Dice is offline
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Default Re: Conceptual Balance Mod 5.0

Quote:
quantum_mechani said:
Not quite, properly equipped (including regeneration and reinvigorating), few national troops alone would be capable of defeating them.
You would have some trouble covering both regeneration and reinvigoration without leaving them open to elemental or MR based attacks attacks though.
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  #2  
Old October 10th, 2005, 03:21 AM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 5.0

Quote:
Graeme Dice said:
Quote:
quantum_mechani said:
Not quite, properly equipped (including regeneration and reinvigorating), few national troops alone would be capable of defeating them.
You would have some trouble covering both regeneration and reinvigoration without leaving them open to elemental or MR based attacks attacks though.
Certainly, but still, elite troops alone won't usually cut it.
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Old October 10th, 2005, 05:29 AM
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Default Re: Conceptual Balance Mod 5.0

Btw:

Milita #18 still has 2 shields in CBM 5.0 !!
Obviously, there's some ordering of the slots involved, and equipment seemingly does not have a 'type': The shield from the mod overwrote the helmet, but didn't erase the shield already there. So, if you wish to alter the equipment of a given unit, list all of it's intended equipment in the mod. Maybe even clear the unit completely...

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Old October 10th, 2005, 11:35 AM
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Default Re: Conceptual Balance Mod 5.0

Quote:
Arralen said:
Btw:

Milita #18 still has 2 shields in CBM 5.0 !!
Obviously, there's some ordering of the slots involved, and equipment seemingly does not have a 'type': The shield from the mod overwrote the helmet, but didn't erase the shield already there. So, if you wish to alter the equipment of a given unit, list all of it's intended equipment in the mod. Maybe even clear the unit completely...

<snip image>
Well, you learn something new everyday. I didn't know this could happen.


Clearing the unit completely is not usually necessary. However, weapons and armor must be reassigned. This assumes that there is going to be the same or greater number of weapons or armor, or this sort of thing results.

I'm not sure about the weapons, but it certainly seems that way for armor. I had assumed that the first #armor command for a specific monster nullifies previous armor assignments, but apparently the #clear command must be used. This is again something that the modding manual is silent on.

Edi
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  #5  
Old October 10th, 2005, 12:03 PM

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Default Re: Conceptual Balance Mod 5.0

The #armor command seems to work in the following way:

When modifying a unit the first #armor command overrides the first slot(usually a helmet), the second command the second armor slot(usually the armor), the third command the third slot( the shield usually).

It doesn´t matter what kind of armor it is, you can easily give a unit three helmets.You can´t assign more than 3 armor s though.

So for modding purposes you always have to list all the intended armor, except when you only want to modify the helmet, or you only want to modify the helmet and the armor.
But to avoid mistakes I´d always list the full intended equipment.

#Weapon seems to work the same way, but you can assign 4 weapons to a unit.
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  #6  
Old October 22nd, 2005, 12:08 AM
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Default Re: Conceptual Balance Mod 5.0


Hrm. Any news on a 5.1? A week or two back it sounded like one might be coming soon......
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Old October 24th, 2005, 10:22 PM

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Default vine whips in conceptual balance 4.0

I've tried out using vine whips under 4.0, but they don't seem to entangle the defender. The whip is hitting (it always should because of the AOE, right?) because I hear the "whip sound" and see a reduction in hps (I think), but the entangle animation (a la tangle vines) doesn't display nor is the defender's defence lowered.

Anyone know how the vine whip is supposed to work?
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