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February 3rd, 2008, 01:05 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Conceptual Balance 1.21
Documentation is still unfortunately lagging behind the changes, but here is a rough list of updates:
*Dwarven hammers back to base game prices.
*Independent commanders now cost only slightly more than in the base game.
*Mother of monsters spawns monsters.
*Phoenix has auto phoenix pyre effect.
*Mother of Rivers has auto rain effect.
*Star of heroes, star of thraldom, evening star made area of effect.
*Worthy Heroes 1.8 merged into CB complete/nations.
*Several troop summons made commanders (demon jesters, scorpion men, kithaironic lions, giant eagles, amphithetre).
*Many national summons improved.
*Bear claw talisman cheaper.
*Moon warriors improved.
*New nations updated to fit CB.
Version 1.21:
*Fixed aoe weapon bugs.
*Fixed Starting troop and recruitment bugs.
*Fixed several residual item changes that should have been removed (thistle mace, charcoal shield, research items).
*Fixed magic scale bug.
*Magic (x)bow items improved.
Last edited by lch; August 25th, 2008 at 06:45 PM..
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February 3rd, 2008, 01:06 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Conceptual Balance Mod 1.2
Segmented version.
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February 3rd, 2008, 03:43 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
Thanks: 8
Thanked 9 Times in 7 Posts
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Re: Conceptual Balance Mod 1.2
Thanks QM.
Your changes to the prtenders in particular make the game more interesting.
Now if there was only creative things that could get done with regular commanders.
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February 3rd, 2008, 04:07 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Conceptual Balance Mod 1.2
Auto-Spawning of weak national troops for national commanders was in the works for this version, in fact I even had it modded in for most nations, but in the end it just seemed a little too messy.
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February 3rd, 2008, 09:54 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Conceptual Balance Mod 1.2
Ooh! Exciting. I will definitely have a play with this later today.
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February 3rd, 2008, 10:08 AM
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Sergeant
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Join Date: Sep 2007
Location: Haleiwa, Hawaii
Posts: 396
Thanks: 7
Thanked 8 Times in 4 Posts
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Re: Conceptual Balance Mod 1.2
woohoo!
thanks qm ^^
__________________
'Raol the knight shall now be known as the prophet of Bob'
Sorry I think stuff like thats funny
Check out my first map: Sha Bay
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February 3rd, 2008, 06:56 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
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Re: Conceptual Balance Mod 1.2
Thanks. Can't wait to get using a phoenix. Immortal to handle afflictions and with phoenix pyre from turn one..
Will every giant eagle I summon be a commander, or is the commander a separate spell?
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February 3rd, 2008, 07:34 PM
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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 1.2
They're all commanders. It replaces the original troop summon.
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February 4th, 2008, 06:54 AM
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Second Lieutenant
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Join Date: Jul 2007
Location: country of stinky fromages
Posts: 564
Thanks: 29
Thanked 15 Times in 13 Posts
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Re: Conceptual Balance Mod 1.2
Aaaaaah !
A big thank for this speedy work QM ! The Father Of All Mods is back again ! ( no offense intended to any mod or modder of any race, origin, religion or philosophical current).
__________________
10 times more numerous, by nigth and backstabbing.
Senior member of the GLIN !
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February 4th, 2008, 07:49 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Conceptual Balance Mod 1.2
Gotta start MP game with that 
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