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October 21st, 2007, 04:34 AM
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Sergeant
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Join Date: Mar 2005
Location: France (Paris)
Posts: 227
Thanks: 1
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Re: Conceptual Balance Mod (and summary file) 1.
I have a little issue :
"The requested URL /threads/uploads/519284-CB_Complete_1.1.zip was not found on this server.
Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request."
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October 22nd, 2007, 09:33 AM
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Private
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Join Date: Dec 2006
Posts: 13
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Re: Conceptual Balance Mod (and summary file) 1.
Will there be a CBM for version 3.10?
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October 22nd, 2007, 11:29 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Conceptual Balance Mod (and summary file) 1.
QM has said the next version of CBM will be out relatively soon and of course it will be tailored to 3.10.
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October 22nd, 2007, 03:40 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
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Re: Conceptual Balance Mod (and summary file) 1.
It'd be nice if it also included some of the bug fixes that are possible with mods, such as the hydra fix and the demonbred's age. I appreciate you guys' hard work!
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October 23rd, 2007, 04:01 PM
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Second Lieutenant
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Join Date: Sep 2005
Location: North Carolina, USA
Posts: 403
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Re: Conceptual Balance Mod (and summary file) 1.
I probably asked this last year, but I haven't played in a while and things have possibly changed since then: Have the touch attack spells been changed at all? In particular have any of Dom3's healing spells been made more feasible? The biggest problem I have is that it's hard to get your caster to reliably cast the spells at all (ie. they either stay away from battle, or directly engage, but rarely ever get up close and heal).
=$=
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October 23rd, 2007, 05:49 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
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Re: Conceptual Balance Mod (and summary file) 1.
I intended to to have the 1.2 version out last weekend, but it looks like it's going to have to wait for this coming weekend. I do intended to incorporate as many base game bug fixes as possible.
On touch and healing spells: many of them have been boosted, but it's very difficult to have them function as intended by IW and still have a niche.
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October 25th, 2007, 03:04 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
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Re: Conceptual Balance Mod (and summary file) 1.
Couple more nations' summons looked at.
ARCOSCEPHALE EA
Summon Sirrush - DUAL PATH - 1 / 10 vanilla. Honestly these things are already pretty cool. They're size 6 but get 3 attacks at str 22, good attack skill, 80hp, they're sacred, great mr of 16, prot 15. However they could probably do with a little discount just to reward people for using this tasty unit. 1 / 8 would be better. Note that Ctis uses a similar spell called Contact Sirrush with path requirements they can meet. I suggest the same there.
ULM EA
Sloth of Bears - 8 / 15 - To bring it in line with improved animal summoning spells in general and to make it not suck, I suggest 8 / 8 and bump it to research level 4/5 instead of 3. Most importantly, the unit 'Great Bear' #694 currently has att 9 def 7, this needs to be higher, like att 11 def 10 at least. Additionally the Great Bear unit only has a claw attack, when it would make total sense for it to have Claw and Bite. With these changes, the bears would have some nice offensive power.
Pack of Wolves - 20 / 25 - Wow, this one needs to be improved. I'd basically stick it at 12 / 7 and have it pretty much replace summon animals, while still being different.
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