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January 15th, 2009, 05:45 PM
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Second Lieutenant
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Re: Conceptual Balance Mod 1.4
Quote:
Originally Posted by chrispedersen
As I recall, the demon whips are F1D1, which restricts its gamebalance issues somewhat (as opposed to straight F2, for example).
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They are fire one so I imagine you might see a lot of them from now on, perhaps not, it's not like they'll have a bigger spot in the mid-end game than earlier 
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January 15th, 2009, 06:49 PM
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Lieutenant Colonel
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Re: Conceptual Balance Mod 1.4
weren't they F1B1?
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January 15th, 2009, 07:53 PM
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Second Lieutenant
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Re: Conceptual Balance Mod 1.4
Fire 1 Construction 4 in 1.3
Fire 1 Blood 2 without CBM
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January 15th, 2009, 08:22 PM
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BANNED USER
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Re: Conceptual Balance Mod 1.4
returning to the master of games, for both ermor and pythium
I believe I have located the bug.
They reference weapons 770, and 771 which are not in the .dm file, nor are they referenced as weapons in Edi's db. At least not 3.17.
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January 17th, 2009, 08:56 PM
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General
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Re: Conceptual Balance Mod 1.4
Quote:
Originally Posted by chrispedersen
returning to the master of games, for both ermor and pythium
I believe I have located the bug.
They reference weapons 770, and 771 which are not in the .dm file, nor are they referenced as weapons in Edi's db. At least not 3.17.
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Doesn't have to do with Returning, I think, and definitely not with CBM, because IIRC I got this on new heroes in a game of mine as well. I reported this, but so far the understanding is that it's random data corruption that can't be traced to a specific section of the code and isn't worth the time to hunt for it. If you found a way to reproduce this problem, then go for it and describe how so that the problematic part of code might be dug out and corrected.
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January 18th, 2009, 01:37 PM
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Second Lieutenant
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Re: Conceptual Balance Mod 1.4
Quote:
Originally Posted by lch
Doesn't have to do with Returning, I think, and definitely not with CBM, because IIRC I got this on new heroes in a game of mine as well. I reported this, but so far the understanding is that it's random data corruption that can't be traced to a specific section of the code and isn't worth the time to hunt for it. If you found a way to reproduce this problem, then go for it and describe how so that the problematic part of code might be dug out and corrected.
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I gave them "skills of the gladiator" in worthy heroes, which was a variety of newly defined weapons with armloss or heartfinding as the effect. Might be possible that the new weapon define got dropped in CBM.
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January 15th, 2009, 08:51 PM
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Lieutenant Colonel
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Re: Conceptual Balance Mod 1.4
Lol, a great reduction.
Still a bit of Blood wasn't a bad touch for a "Demon Whip"...
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January 17th, 2009, 05:47 PM
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Re: Conceptual Balance Mod 1.4
Due to a bug, Nature, added to a pretender, gives no benefit, unlike virtually every other path.
I'd like to suggest adding regeneration to the Green Dragon
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January 17th, 2009, 06:01 PM
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National Security Advisor
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Re: Conceptual Balance Mod 1.4
Quote:
Originally Posted by chrispedersen
Due to a bug, Nature, added to a pretender, gives no benefit, unlike virtually every other path.
I'd like to suggest adding regeneration to the Green Dragon
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What? What bug? What benefit?
None of the other sorceries give physical benefit to mages with them, just increased leadership ability. The increased supply creation from Nature isn't that much worse than, say, ability to lead few more magic beings (Astral) or undead (Death, Blood).
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January 17th, 2009, 06:05 PM
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Re: Conceptual Balance Mod 1.4
Earth gives prot.
Fire gives attack
air give precision.... etc.
IF you are a being that already has regen (gaia etc) at one point nature used to increase your regen.
Many of the mages got some bonus under CBM. I'm suggestion something I believe would be thematic for the dragons. Dragons are *not* popular chassis, and so like many of the other unpopular choices, a minor boost would not be untoward to increase competitiveness
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