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  #1  
Old October 10th, 2005, 11:35 AM
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Edi Edi is offline
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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.

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Old October 10th, 2005, 12:03 PM

Turin Turin is offline
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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 doesnīt matter what kind of armor it is, you can easily give a unit three helmets.You canīt 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 Iīd 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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Old October 22nd, 2005, 12:08 AM
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Cainehill Cainehill is offline
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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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Old October 29th, 2005, 01:16 PM

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Default Re: vine whips in conceptual balance 4.0

QM - what was the intention with the change to the Wraith Sword?

Cause I've just finished up my third or fourth game using 5.0 and I'm surprised to hear so little in this thread about it? I tested it out with a load of SCs and its really quite weak now. On more than one occassion I saw militia (militia!!) survive hits from the new sword. I was astonished!
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Old October 29th, 2005, 01:28 PM

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Default Re: vine whips in conceptual balance 4.0

that just sounds wrong, WRONG! militia being able to survive hits from any magic weapon with decent strength behind it is just plain wrong
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Old October 29th, 2005, 01:44 PM

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Default Re: vine whips in conceptual balance 4.0

it does 9 armornegating nostrength added damage. So you will always deal 9 damage if you hit regardless of strength and armor.

Reasoning behind this is that itīs sort of an ethereal blade(hence the name wraith sword) that has a life of its own, so armor offers no protection, but you canīt swing it harder with your strength.

So itīs a good weapon vs SCs/Thugs with high protection, but pretty useless vs masses of troops. The damage might be a bit low, maybe 12 damage would be a better value.
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