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July 12th, 2012, 01:11 PM
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Private
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Join Date: Jun 2012
Location: Athens, Ga
Posts: 25
Thanks: 1
Thanked 0 Times in 0 Posts
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Re: CBM 1.92 EDM summons cost increase
After enabling this mod, I got the following Nagot fick fel! crash.
myloadmalloc: can't open ./mods/./CBM_Sprites/GL_Sorceress_Vampiress_1.tga
Can anyone help me get the mod working without crashing? Thanks!
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July 12th, 2012, 04:10 PM
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Private
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Join Date: Jun 2012
Location: Athens, Ga
Posts: 25
Thanks: 1
Thanked 0 Times in 0 Posts
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Re: CBM 1.92 EDM summons cost increase
Okay, read through the forums some and decided to also take the original CBM 1.92 mod. Something about spirtes...
So now when I try to create a game I get the Nagot crash that reads
#selectweapons command
Anyone able to guide me through mod install? Please and thanks!
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July 12th, 2012, 04:43 PM
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Sergeant
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Join Date: Jun 2007
Location: Atlanta, GA
Posts: 339
Thanks: 125
Thanked 24 Times in 15 Posts
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Re: CBM 1.92 EDM summons cost increase
Is your copy of dominions patched to the latest version?
Download the patch from http://www.shrapnelgames.com/Illwint...DOM3_page.html and try again if not
Last edited by fungalreason; July 12th, 2012 at 04:58 PM..
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July 12th, 2012, 05:09 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: CBM 1.92 EDM summons cost increase
Quote:
Originally Posted by earcaraxe
the reason i think its better to not make zmey coldblooded is that it would totally neutralize the zmey against cold nations, while non-cold nations would be helped only little (wolven winter).
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In a similar discussion perhaps the Zmey could do with slightly higher baseline encumbrance? Encumbrance 1 is almost uniquely low.
For the reasons I outlined before - on gem costs and why even a 10 gem increase doesn't matter much due to the randomness of gem income and the other part of the sunk cost which is items - adjusting the stats makes more sense to weaken the usage of Zmey against all nations.
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July 12th, 2012, 07:40 PM
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Sergeant
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Join Date: Jan 2011
Posts: 253
Thanks: 4
Thanked 8 Times in 3 Posts
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Re: CBM 1.92 EDM summons cost increase
I'm with Redeyes on this one. While some of the EDM summons are too cheap the fundamental problem with a couple of them is just that they don't follow the fundamental theory of dominions: that everything should have a weakness to something.
The biggest offenders are the Zmey, Grendlekin, and Cyclops. Four pretty ubber monsters that are all completely weakness free: they're not magic beings, not undead, not cold blooded, low enc, high prot, no astral, either full slots or in the zmey's case doesn't need the slots because base stats are even more ubber. Give them each weaknesses that can be exploited somehow and you'll fix a lot of the problems.
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July 14th, 2012, 09:42 AM
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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: CBM 1.92 EDM summons cost increase
Note: I don't think I want to neuter summons by artificially giving them significant weaknesses. It's the cold-blooded scenario, which doesn't change anything when you go up against any heat-domain based nation.
Rather over the line stats should be brought toward the average, such that protection is placed at a level where crossbows or infantry can be a threat when the summon isn't geared. 22 to 16, or something in that range.
Instead, if I am arguing anything, is that more summons perhaps ought to be balanced around their casting costs and not by increasing that cost to where it matches the current utility payoff.
Last edited by Redeyes; July 14th, 2012 at 09:51 AM..
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