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  #1  
Old December 19th, 2011, 02:51 AM

Rookierookie Rookierookie is offline
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Default Re: Conceptual Balance Mod v1.92

Seems like Sanguine Heritage is still 44 slaves?
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  #2  
Old January 5th, 2012, 12:48 AM

Excist Excist is offline
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Default Re: Conceptual Balance Mod v1.92

I am growing to dislike Agartha's Fury of the Doomed spell. I think I have seen too many fights where the enemy is routed, but rooted, or fleeing slowly out of range of Agartha's H3's and then the Oracles start 'Battle Frighting' my commanders and mages with 10-20 castings of Fury of the Doomed for no reason.

Is it possible to make it an H4 spell so only the prophet or somebody with a +1H item can cast it, or lower its bonuses and get rid of the affliction it causes or do something to it that would make the spell AI not choose to cast it when enemies are not in range, but friendlies are available for afflicting?

Gaining a bunch of morale-reducing afflictions every time you win a battle is both non-thematic and non-fun.

I mean, I have trouble imagining a bunch of priests seeing the enemy turn tail and head for the woods and then start shouting out 'We're DOOMED!!!!' and all within earshot suddenly become scarred for life.
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  #3  
Old January 5th, 2012, 05:33 PM

shatner shatner is offline
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Default Re: Conceptual Balance Mod v1.92

After playing a game as MA Atlantis I've notice a few more cases where you can't cast certain spells underwater when you seemingly should be able to.

1) Lichcraft. It summons a poor amphibian undead, same as summoning a bane. Seems like this should be permitted.

2) Volcanic Eruption. You can't cast this spell at an under water province. Fine. But you also can't cast this spell at a land province from underwater. For most UW nations this isn't an issue but EA and MA Atlantis have EF casters all over the place.

3) The Magic Lamp. You can forge the item underwater, hand it to one of your commanders but you can't have them use the item spell to summon the genie. The genie is fully amphibious so this seems like it shouldn't be a problem.

4) Cleansing Water/Solar Rays. On land, a water-heavy nation can hose down a battlefield with holy water, tearing up undead and demons. On land, an astral-heavy nation can send searing beams down from on high to scorch the undead. Underwater, they can do neither, leaving them with no dedicated anti-undead spells save for the death ones... death being an extremely rare path for native UW recruits. Furthermore, you can cast "Light of the Northern Star" underwater so shooting star light at stuff underwater is already something people do in Dominions.
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Old January 5th, 2012, 11:03 PM

rdonj rdonj is offline
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Default Re: Conceptual Balance Mod v1.92

Something along the lines of cleansing waters would be especially welcome, since most UW nations have powerful water magic and don't really have astral.
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Old January 5th, 2012, 11:52 PM

dojango dojango is offline
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Default Re: Conceptual Balance Mod v1.92

Say, is there anywhere I can find some stats on the summons added in CBM 1.92? Just wondering what I'm getting (or will be getting).
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