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  #1  
Old August 5th, 2007, 01:25 PM
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Default Re: New Game: Mods over Europe (recruiting players

Quote:
Sombre said:
Quote:
Cor2 said:
I am not sure i understand the logic behind such high MR for hoburgs. The protection may be a little high as well, but i would not touch the Def at all. Maybe drop attack some, they are short, might be hard to hit above the waste.

The Alliance SE hog knights are not very good IMHO. They have trample, but good luck using it with their size 2, IMHO trample can go and they can get a gore attack if they don't have one already or maybe the hogs can fight on their own when the riders bite it. whatever. i would be perfectly happy with no changes to the alliance.


The kingdom is a little overpowered troop wise and under powered magic wise IMHO. 4 resources for a troop with armor, a sword and a crossbow? wow, seems unlikely. Plus a HOLY giant? eww.

The MR on the hoburgs is from the vanilla stats. I did take away the high def from the vanilla stats though (ok you can say they're short and hard to hit, but 14 def? That's better than a ninja, I believe. Other small units don't seem to get this bonus and hoburgs are slow little fat guys. Also, why would they get that def bonus when on a hog? You just hit the hog instead).

I think the high mr is just a feature of dominions hoburgs - I toned it down a little, from 14 to 13 in many cases. It seemed less insane than the def.

Seems I forgot to give the Hoburg Alliance hog knight gore attack instead of trample. I'll fix that before the game starts.

Hoburg Kingdom soldiers, before they were nerfed, had better armour, a sword, a crossbow, a shield and better stats. They were just all purpose monsters without a real early game counter. Don't know if the giant is a problem though - he might be, but he didn't look that nuts to me.

Trust me if you think they're overpowered troopwise now you should have seen them before the nerf.

You are using CBM Hoburg Kingdom 2 right?
I'm very confused I downloaded the CB mod which came with these mods...

CB Complete 1.0
CB Pretenders 1.1
CB Items 1.1
CB Nations 1.1
CB Scales 1.1
CB Spells 1.1

I also have this...

CBM Avernum

Now according to the post in Avernum it sounds like all I have to do is turn on the CBM avernum mod to get the full CBM changes, but to test I went to the magic scales and they still only give +2 at most with 3 tix towards magic.

Little help?

Jazzepi
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Old August 5th, 2007, 01:55 PM

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Default Re: New Game: Mods over Europe (recruiting players

You need to have CBM 1.1 complete turned on and CBM Avernum turned on to get a CBM game with Avernum in it and balanced accordingly.

Same with all CBM nations I've made :]
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  #3  
Old August 5th, 2007, 02:51 PM
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Default Re: New Game: Mods over Europe (recruiting players

Can you link me to CBM 1.1? I tried looking in the CBM thread and couldn't find a good link z.z

Jazzepi
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Old August 5th, 2007, 03:03 PM
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Default Re: New Game: Mods over Europe (recruiting players

If you can wait some hours then we'll have the complete mod ready.
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Old August 5th, 2007, 03:51 PM

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Default Re: New Game: Mods over Europe (recruiting players

Don't know where the original is gone, but attached is a version from me. It should be identical, but with some minor bug or something fixed and lacking a bit of the documentation.
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File Type: zip 541325-CBcomplete 1.1 sombre.zip (45.6 KB, 299 views)
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  #6  
Old August 5th, 2007, 03:59 PM
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Default Re: New Game: Mods over Europe (recruiting players

I'll just wait for Ich's version

You know, I wish the mods exsisted in single folders. I think it was a big mistake to design the mod system so that you have a folder + a file outside the folder. It's very difficult to keep track of which files outside the folder belong to which mods, making cleaning up old/irrelevant mods difficult.

Jazzepi
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Old August 5th, 2007, 09:52 PM
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Default Re: New Game: Mods over Europe (recruiting players

Status on the combined script:

Directory structure is prepared.
Nation IDs are aligned.
Namespaces are no trouble.

Unfortunately, monster, weapon and site IDs are used twice in quite a lot of cases, and not just for some mods. I tried to use a script by DrP to automate the reassignment of IDs, but it does not work too well (in particular with copystats), so I'll have to do it by hand. I'll catch some sleep before that.

After that, there are two more hurdles: description texts and sprites. I hope that there aren't too many of those...
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Old August 5th, 2007, 11:49 PM
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Default Re: New Game: Mods over Europe (recruiting players

What are the copystats that it doesn't work on?

If copystats isn't one of the fields it recognizes, you just add it to the list of fields for monster IDs and it'll swap out the copystats ID with the indexed ID; if you can bounce me the input I can try it myself and see if something else is wrong.
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