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  #1  
Old November 11th, 2010, 09:35 AM

llamabeast llamabeast is offline
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Default Re: CBM 1.7 released

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I do wonder about the earth booster, though. Given that CBM has already killed off gem generators except as uniques, why was a perfectly good and fun artefact, the Boots of Antaeus, replaced in favour of a Ring of the Earth booster rather than stripping the blood stone of its gem generating ability and newfound uniqueness (the simplest solution) or, if such was impossible (if the gem generation was in the game code and couldn't be modded), why not choose to replace some low-priority magic item that is almost never used such as Boots of Long Strides or the Main Gauche of Parrying?
None of your suggestions can be done with dom3's modding capabilities You can't take gem gen off the blood stone, and you can't add earth booster ability to other items. QM is working within considerable restrictions.
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  #2  
Old November 11th, 2010, 09:45 AM

Peter Ebbesen Peter Ebbesen is offline
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Default Re: CBM 1.7 released

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Originally Posted by llamabeast View Post
None of your suggestions can be done with dom3's modding capabilities You can't take gem gen off the blood stone, and you can't add earth booster ability to other items. QM is working within considerable restrictions.
Thanks! I suspected the first restriction but was ignorant of the second. I guess that in those circumstances it really does make sense to destroy one of my favourite artefacts (sob!) in favour of a generic path booster if it has been determined that a second generic earth booster is essential.

(I am tempted to argue that it isn't and wasn't because in the MP games I participate in only few earth magic nations ended up with blood stones anyhow, so blood stones were almost solely used for their gem generation capabilities by the few nations that could make them, but that is almost certainly a result of the smaller scale of the games I play in)
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  #3  
Old November 11th, 2010, 10:07 AM
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Default Re: CBM 1.7 released

Dimaz, I like your suggestion re. making house rules to deal with gem gens instead of removing them.

I think same can be made for SDRs and hammers, so for example all my future games will have a 20 pieces cap per nation rule.

So, If you, or someone else could volunteer to make a CBM 1.7 version w/o these changes (gem gens, hammers + SDR) it will indeed be the version I'd be using when hosting games. I think if CBM had a technical way to enforce this it would have, but for MP games (with house rules) we can trust the players to adhere to the rules.

makes sense?
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Old November 17th, 2010, 05:45 AM

Calahan Calahan is offline
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Default Re: CBM 1.7 released

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Originally Posted by WraithLord View Post
I think same can be made for SDRs and hammers, so for example all my future games will have a 20 pieces cap per nation rule.
If I understand correctly, and based on what I know with how the Artefacts game was setup. Limiting nations to a specific number of items can be modded (rather than use house rules) by giving each nation X starting commanders (who are immobile and die on turn 2) each equipped with whatever item you are limiting. With X being the number you want. And making the item unique (or Const 12) so they can't be re-forged.

My limited modding knowledge means I'm not sure if this has to be modded via map commands though, which might prevent it being an actual mod. (although nations starting commanders can be changed using a mod, so maybe commanders can be added as well, unless there is a hard limit of two)
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Old November 17th, 2010, 06:14 AM
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Default Re: CBM 1.7 released

Sounds great
Any idea where to start looking for how to get it done?

And come to think of it, 20 is too much, even for a large game. 5 makes more sense if the idea is to keep it for flavor only. It will also allow nations not to go out of their way in order to get those hammers. The only difference from 1 is that it's less drastic so instead of turn off the lights they are just dimmed.
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Old November 17th, 2010, 08:03 AM

Redeyes Redeyes is offline
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Default Re: CBM 1.7 released

What's people's opinion on the different pretender prices?

... I'm thinking of the classic pretenders like Moloch, Prince of Death, liches, and Cyclops that I think aren't seen often enough now, as well as some high priced nationals like the Risen Oracle.
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Old November 17th, 2010, 09:47 AM
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Default Re: CBM 1.7 released

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Originally Posted by Calahan View Post
..giving each nation X starting commanders (who are immobile and die on turn 2) each equipped with whatever item you are limiting. With X being the number you want. And making the item unique (or Const 12) so they can't be re-forged.

My limited modding knowledge means I'm not sure if this has to be modded via map commands though, which might prevent it being an actual mod. (although nations starting commanders can be changed using a mod, so maybe commanders can be added as well, unless there is a hard limit of two)
1) Yes, this would need to be done via map commands vs. mod commands, because
2) Yes, you are hard limited to 2 commanders at the start (i.e. the starting commander + the starting scout.)

(I realize the discussion progressed past this point, but in case anyone was interested.)
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