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  #1  
Old February 5th, 2008, 12:37 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.2

Quote:
mathusalem said:
I had a bug with a 4 harms commander who had 5 weapons (3 defaults and 2 items)
That's not really CB related.

As for the Bogarus cav, the only change should have been giving cavalry with no hoof a hoof attack, and those with a hoof attack a warhorse hoof attack.
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  #2  
Old February 5th, 2008, 01:39 PM
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Default Re: Conceptual Balance Mod 1.2

Personally, I think you could give the Bogarus cavalry a slight reduction in gold cost, so that they'd be closer to LA Tien Chi cavalry. The Black Hoods seem like they'd be from a similar horse-nomad culture as the Barbarian Kings, and the standard-bearers could really use a reduction in cost.
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  #3  
Old February 16th, 2008, 12:07 PM
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Default Re: Conceptual Balance Mod 1.21

CBM 1.21 forging reference is attached. It contains 2 .pdf files.

The first pdf, "Single Path Forging Reference," looks like this:

Under each of the 8 magic paths, all the "single path" items are listed, grouped by the magic-level needed to forge them, and color-coded to indicate the needed Construction level (blue = Const0...red = Const8). Items that boost magic paths are italicized.

The second pdf, "Dual Path Forging Reference," looks like this:

It's a consolidated matrix that groups all similar "dual path" items together, includes the path requirements, and follows the same color convention as before.

EDIT: Removed Carrion Woods "Fix"
Attached Files
File Type: zip 581549-Dom3_and_CBM1.21_Forging_References.zip (155.0 KB, 104 views)
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Old February 16th, 2008, 05:48 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.21

Actually, even though I forgot to fix that bug, I had decided to scrap the path level change anyway.
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  #5  
Old February 17th, 2008, 10:37 AM
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Default Re: Conceptual Balance Mod 1.21

Quote:
quantum_mechani said:
Actually, even though I forgot to fix that bug, I had decided to scrap the path level change anyway.
Removed it from the download.
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  #6  
Old February 22nd, 2008, 10:32 AM
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Default Re: Conceptual Balance Mod 1.21

I find the Tartarian gate at 25 a little too expensive, unless I have more chance to have a commander or maybe the level (D8 or 9 ?) should be decrease :
To make a tartarian factory, you have to plan this since the beginning : high Death pretender, maybe Construct 8 for +4D, Enchantement for Lich and Gift of Health / Reason, ...

But with an overpriced Tartarian Gate, nobody will try this strat in MP.

I think 15 gems and -1 to the casting level is better.
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  #7  
Old February 22nd, 2008, 12:44 PM

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Default Re: Conceptual Balance Mod 1.21

I still think it may be overpowered. Reall small price for what you can get, other similarly powerful beings are limited in number and cost a lot more gems. And they are not so easy to cast either.
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  #8  
Old March 1st, 2008, 02:35 PM
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Default Re: Conceptual Balance Mod 1.21

I have a request for the next version:

Please fix the oh-so-craptacular Champion's Trident (the piece of junk you "win" in the Deathmatch competition).

It's currently not a bad weapon - 2 attacks per round & +6 defense - but it's certainly not worth risking a thug over, and definately not as good as several readily-forgable weapons.

I think simply giving it a life-drain should do the trick, like a wraithsword. The coding would be:

#selectweapon "Champion's Trident"
#partdrain
#end

I suppose I'm really asking that the Deathmatch be fixed. Right now, Deathmatches tend to be populated with impotent indy commanders, because the only real benefit to winning is the chance at a good Heroic Ability.

Conceptually, Deathmatches should be populated with thugs, not commanders. I'd personally be comfortable risking a low-level thug (Bane, maybe?) if the Trident would really improve his frontline capability.

Thoughts?
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Old March 1st, 2008, 03:26 PM
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Default Re: Conceptual Balance Mod 1.21

I seem to recall Quantum saying that he doesn't see a problem with the Trident. It already gives quickness, so it's not useless, and it's not meant to be a key for your ultimate victory. In that regard, it's an easy way to send an expendable unit to try and claim the experience bonuses and a free magic weapon.
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  #10  
Old March 1st, 2008, 03:38 PM
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Default Re: Conceptual Balance Mod 1.21

Do you agree?
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