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January 24th, 2009, 02:25 PM
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BANNED USER
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Join Date: Dec 2007
Location: Illinois
Posts: 1,133
Thanks: 25
Thanked 59 Times in 36 Posts
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Re: Conceptual Balance Mod 1.41
I'm just glad confusion was nerfed. that spell allowed about 10 cheap-*** air mages to slaughter an army of 400 dai bakemono.
it still looks a bit scary th0ough, but the A2 will at least mean that the cheapest mages can't use its overwhelming potential
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January 24th, 2009, 02:46 PM
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Second Lieutenant
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Join Date: Dec 2008
Posts: 539
Thanks: 15
Thanked 43 Times in 34 Posts
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Re: Conceptual Balance Mod 1.41
It's A3 in Vanilla, I had ultimately call A2 a buff still 
Summon Storm Power is just A1, so it will still be available for all air mages to cast with some preparation.
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March 16th, 2009, 02:22 PM
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Corporal
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Join Date: Jan 2009
Location: Espoo, Finland
Posts: 147
Thanks: 23
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Re: Conceptual Balance Mod 1.41
Is there any documentation for CBM? The idea of the mod is great, but it's a bummer that the changes cannot be seen anywhere.
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March 16th, 2009, 02:29 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Conceptual Balance Mod 1.41
There should be a readme that comes with the mod files.
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March 16th, 2009, 06:17 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
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Re: Conceptual Balance Mod 1.41
Quote:
Originally Posted by rdonj
There should be a readme that comes with the mod files.
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there is! the .dm is the mod file and the .txt is the readme.
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March 17th, 2009, 05:40 AM
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Corporal
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Join Date: Jan 2009
Location: Espoo, Finland
Posts: 147
Thanks: 23
Thanked 2 Times in 2 Posts
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Re: Conceptual Balance Mod 1.41
I see, unfortunately I didn't take the split file which contains the readme files. Thanks.
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March 17th, 2009, 06:10 AM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Conceptual Balance Mod 1.41
Quote:
Originally Posted by chrispedersen
Quote:
Originally Posted by rdonj
There should be a readme that comes with the mod files.
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there is! the .dm is the mod file and the .txt is the readme.
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I meant that there was one, not that there isn't and should be one. Sory if I wasn't clear 
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March 24th, 2009, 05:46 PM
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Corporal
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Join Date: Mar 2004
Posts: 153
Thanks: 0
Thanked 3 Times in 3 Posts
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Re: Conceptual Balance Mod 1.41
With the new patch out is there an update in the works?
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February 3rd, 2009, 01:02 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
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Re: Conceptual Balance Mod 1.41
Quote:
Originally Posted by Omnirizon
I'm just glad confusion was nerfed. that spell allowed about 10 cheap-*** air mages to slaughter an army of 400 dai bakemono.
it still looks a bit scary th0ough, but the A2 will at least mean that the cheapest mages can't use its overwhelming potential
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I think it still needs #ofeffects reduced though. I had to quit an SP game because just entering the mid-game, I was attacked by Vanheim, and I was summarily slaughtering them as I expected to with my strong elite troops - but really even 4-5 Vanjarls spamming Confusion (the AI seems to know?!) could destroy my armies.
The problem isn't even losing battles, so much. But every battle that I won, I would suffer 20-30% attrition, almost entirely from my own men killing eachother. With my formations broken up, the mages would surive EVERY combat, to come back to haunt me again. Against humans it would be horrifying, as they would come with large numbers of cheap-ish mages, supported by strong troops. The AI just used it to win due to its relentless spam attacks of small forces. Thing is it was forces I should lose at most 1-2 men against (I had decent mage support, but no Antimagic), and yet I was losing 20+ in many combats.
Sorry for being so long winded. I just think Confusion would still be "useful" and attractive at #ofeffects 2+ rather than 4+.
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