Warning: Illegal string offset 'type' in [path]/includes/class_postbit.php(294) : eval()'d code on line 65
Mod Conceptual Balance Mod 1.6 - Page 5 - .com.unity Forums
.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old September 18th, 2009, 05:44 PM
Gregstrom's Avatar

Gregstrom Gregstrom is offline
Major General
 
Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
Gregstrom is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by Squirrelloid View Post
I'd much rather favor Tome of Gaia as the replacement booster. Its only really going to matter if for some bizarre reason you need to squeak an extra misc booster for N out of a fountain, since there are already 3 misc slot N boosters available (moonvine, rings). And it doesn't have the crazy downside of turning into a troll.
Downside? Well, it is for Abysia I guess. I'd think most nations would call it a perk though.
__________________
A Beginner's guide to Lanka

Want to use multiple mods? The Mod Compatibility Index might be useful.
Reply With Quote
  #2  
Old September 18th, 2009, 05:46 PM

P3D P3D is offline
Sergeant
 
Join Date: Jan 2009
Location: Reno, NV
Posts: 353
Thanks: 10
Thanked 14 Times in 6 Posts
P3D is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

Inaccessible?
For combat spells everything is fine, E1+boots+Earthpower+crystal shield = E4, then throw in a few more gems.
For rituals and summons, there's still like 4 nonunique E boosters around (Robe, Staffs, RoW), even if a bit on expensive side.
Reply With Quote
  #3  
Old September 18th, 2009, 06:00 PM
Squirrelloid Squirrelloid is offline
Major General
 
Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
Squirrelloid is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

P3D: One of Army of Lead or Gold is E5, as is Petrify, as is Weapons of Sharpness. Not everyone has easy access to crystal shields, and gems are going to be rare enough as it is. And *excess* earth to keep fatigue down to sane levels might be necessary (I'd have to actually look at the specific spells again to confirm).

Considering these are also spells which can let armies compete in the endgame, and people are already complaining about lack of gemgens = fewer SCs, this could go a long way to filling the power void for those nations who can't straight up compete with nationals.

Also, virtually every other path is easier to boost, and by more, than earth is. And then it is in the running for highest average path level of its combat spells... not a well-balanced combination.
Reply With Quote
  #4  
Old September 18th, 2009, 06:15 PM

Valerius Valerius is offline
Major General
 
Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
Valerius is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

Army of Gold and Weapons of Sharpness are E4. Weapons of Sharpness in particular is arguably too low. An E1 mage with earth boots and summon earthpower can just burn a gem to cast a powerful AOE 25 spell. That's the thing with these high end earth spells - they have a large/battlefield-wide AOE so you don't need many of them. That also means fatigue is not an issue the way it is when you want to spam a spell. Petrify has a high requirement and you would want to spam it but I'm not sure why it has to be easy for non-E nations to cast.

The problem with Tome of Gaia is ideally you want to keep the same forging paths as for the blood stone. If you do that you are giving nations access to an N booster they wouldn't otherwise have.
Reply With Quote
  #5  
Old September 18th, 2009, 07:02 PM

iceboy iceboy is offline
Corporal
 
Join Date: Mar 2004
Posts: 153
Thanks: 0
Thanked 3 Times in 3 Posts
iceboy is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

If I wanted to edit out all of the troops and heroes abilities to freely spawn troops in CBM how would I do this? Also the units that have no movement make them be able to move? I have found the pretenders and this is easy but having a hard time with others. Such as the Niefel Jotun hero that spawns troops. I dont see anything to edit that out of his stats in there? I want to make all of the EA Rhley troops and heroes be able to move but I cannot find these either. Such as the commanders and heros. Any tips would be appreciated!

Or in other words how would I edit every pretender, unit, hero, etc. that can spawn stuff and/or that cannot move to not be able to spawn and to be able to move...


Sorry a total newb at modding this game!

Last edited by iceboy; September 18th, 2009 at 07:23 PM..
Reply With Quote
  #6  
Old September 18th, 2009, 07:07 PM

Trumanator Trumanator is offline
BANNED USER
 
Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
Trumanator is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

Valerius: its not a matter of non-E nations casting petrify, its that even nations that are supposed to be good in E can't with any effectiveness. You could more easily build a soulslay communion out of indy lizard shamans than get a decent petrify spam going. Besides, its not like a lot of non-E don't cast a bunch of E spells already, so there's not exactly a lot of change.
Reply With Quote
  #7  
Old September 18th, 2009, 07:08 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

You can find out the ID number of a unit from Edi's database (found in his sig) or by pressing shift I on the right click screen of a unit.

You can then use mod commands found in the modding manual to alter the unit.
Reply With Quote
  #8  
Old September 21st, 2009, 02:46 AM

iceboy iceboy is offline
Corporal
 
Join Date: Mar 2004
Posts: 153
Thanks: 0
Thanked 3 Times in 3 Posts
iceboy is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by Sombre View Post
You can find out the ID number of a unit from Edi's database (found in his sig) or by pressing shift I on the right click screen of a unit.

You can then use mod commands found in the modding manual to alter the unit.
Thanks! How would I get the Son of Niefel to stop spawning wolves? He is not in CBM mod but in game.
Reply With Quote
  #9  
Old September 21st, 2009, 03:23 AM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by iceboy View Post
Quote:
Originally Posted by Sombre View Post
You can find out the ID number of a unit from Edi's database (found in his sig) or by pressing shift I on the right click screen of a unit.

You can then use mod commands found in the modding manual to alter the unit.
Thanks! How would I get the Son of Niefel to stop spawning wolves? He is not in CBM mod but in game.
You would select his monster number, #clearspec, then add back in all of his other abilities (like cold res, etc).

Also note the Vampire Queen, Ghost King, and Prince of Death spawn a few troops. Not to mention a bunch of summons with spawn.
Reply With Quote
  #10  
Old September 21st, 2009, 04:29 PM

iceboy iceboy is offline
Corporal
 
Join Date: Mar 2004
Posts: 153
Thanks: 0
Thanked 3 Times in 3 Posts
iceboy is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by quantum_mechani View Post
Quote:
Originally Posted by iceboy View Post
Quote:
Originally Posted by Sombre View Post
You can find out the ID number of a unit from Edi's database (found in his sig) or by pressing shift I on the right click screen of a unit.

You can then use mod commands found in the modding manual to alter the unit.
Thanks! How would I get the Son of Niefel to stop spawning wolves? He is not in CBM mod but in game.
You would select his monster number, #clearspec, then add back in all of his other abilities (like cold res, etc).

Also note the Vampire Queen, Ghost King, and Prince of Death spawn a few troops. Not to mention a bunch of summons with spawn.
Thanks Q! Is there a list somewhere of all the units that spawn stuff?
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:08 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.