|
|
|
 |

October 10th, 2005, 03:11 AM
|
 |
General
|
|
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
|
|
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.
|

October 10th, 2005, 03:21 AM
|
Lieutenant General
|
|
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
|
|
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.
|

October 10th, 2005, 05:29 AM
|
 |
Major General
|
|
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
|
|
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...
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
|

October 10th, 2005, 11:35 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
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
|

October 10th, 2005, 12:03 PM
|
Second Lieutenant
|
|
Join Date: Sep 2004
Posts: 483
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|

October 22nd, 2005, 12:08 AM
|
 |
Lieutenant General
|
|
Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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......
__________________
Wormwood and wine, and the bitter taste of ashes.
|

October 24th, 2005, 10:22 PM
|
Sergeant
|
|
Join Date: Nov 2003
Posts: 356
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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?
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|