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June 1st, 2008, 12:52 PM
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Sergeant
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Join Date: Oct 2003
Location: Vienna, Austria, Europe
Posts: 234
Thanks: 62
Thanked 11 Times in 6 Posts
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Re: Conceptual Balance Mod and patch 1.17
Is a new version of the mod planned to reflect the changes of the 1.17 patch ?
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June 9th, 2008, 01:00 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 and patch 1.17
Couple of things I just noticed playing as Bogarus.
The Grid Druzhina are missing their composite bows and have lances instead, something not present on their graphic. Meanwhile the elite cavalry one step up from them have lost their lances and gained composite bows. Clearly just a mistake.
Also I'm not seeing the value of the Kalendologists. They are beaten as researchers by basically every other mage Bogarus has and the Names have the fortune telling bonus they do, while being far more likely to be kept in key provinces researching. The Names are also strictly better casting mages for only being 133% of the price. The Astrapelagist meanwhile is similar but lacks fortune telling and gains an extra magic pick - it's A2S1 instead of S2, so probably about the same as battle mages. I can see the use of the Astrapelagist because they have air and can communion up, but the Kalendologist is totally outclassed by the Names, less of a good deal than the occultist and Astra,... I'm not sure what the point of it is.
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June 9th, 2008, 01:35 PM
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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 and patch 1.17
Horst: Yes.
Sombre: The cavalry thing is on the fix list. I had also noticed the lack of a niche for that s2 mage, but I have not yet come up with a thematic change.
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June 13th, 2008, 09:34 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 patch 1.17
Couple more little issues.
The Knight Commander unit #23 has hoof when he should have warhorse hoof.
I still believe the Great Bear unit got via sloth of bears and summon animals needs a bite attack. He currently just has claw and with att 9 rarely hits much - Bears can obviously attack with their claws and bite and are known as extremely fearsome animals, so for me it makes total sense for them to have this second attack. There are plenty of similar creatures who get two attacks in this way.
For MA Shinuyama, Bakemono Shamans which are H1 + 1 random EFWD I believe,.. cost 90 gold? Seems a bit pricey. I know they are stealthy bakemono leaders with 40 leadership but they only have 2RP so even with magic 3 they aren't optimal researchers really. I basically don't build them.
Also the Bakemono scout has 40 leadership. This is actually very useful because otherwise you don't have a leader with forest and mountain survival and stealth to lead your little bakemono around,... but I'm not sure if it's intentional. He costs a mere 25 gold.
I could go on a bit about some of the national summons for Shinuyama, but I believe I've already done that. They aren't exactly a great deal currently.
Finally on the Bakemono theme,..I know I say this every time but WHY ARE BAKEMONO SIZE 2? They are so clearly size 1 units that it hurts my brain to try and think of KOs reasoning for them being size 2. The tiny little oni are the same size and those are size 1. Vaetti are the same size, have similar equipment/role/genetics,.. and they are size 1. Clockwork horrors are size 1. Hoburgs are size 1. I just don't get it.
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June 13th, 2008, 12:38 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 and patch 1.17
I was also wondering about crude shortbows. They don't appear to work with flaming arrows, which is a fairly major nerf to the races that use them. Just thought you should keep it in mind - it's probably more of a drawback than the -1 to dmg and prec.
Perhaps the armoured bakemono archers should have regular shortbows.
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June 29th, 2008, 10:46 PM
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First Lieutenant
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Join Date: Feb 2008
Location: Reno, Nevada
Posts: 605
Thanks: 11
Thanked 5 Times in 5 Posts
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Re: Conceptual Balance Mod and patch 1.17
Is there a complete list of the changes that this mod will effect as opposed to having no mod at all?
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June 30th, 2008, 01:56 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 and patch 1.17
Not as of the moment. The readmes cover a lot, but they are significantly out of date. One of the reasons the next version is taking so long is I want to update the documentation as well.
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July 1st, 2008, 12:40 AM
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First Lieutenant
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Join Date: Feb 2008
Location: Reno, Nevada
Posts: 605
Thanks: 11
Thanked 5 Times in 5 Posts
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Re: Conceptual Balance Mod and patch 1.17
Great, I'm playing in a game with the mod and I have no idea what's in it.
Kind of a big advantage to the people who already know the permutations, ouch.
In fact, I can't even find a link to 1.0 for the original changes, that all the rest are just updates to... the links in the 1.1 thread are broken. This is a frustrating mod to use if you haven't followed it along for the last few years or however long it's been in existence, and it's quite difficult trying to research the changes so that I can knowedgably create a pretender that is effective, when there isn't even a place to start!
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