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  #91  
Old November 18th, 2012, 05:41 PM

Admiral_Aorta Admiral_Aorta is offline
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Default Re: Adept's Mod (weapon, magic and monster changes)

no, i am completely serious, reducing the price of militia(one of the most unfairly underutilized umits in the game) by 2 gold is a massive change that will shake the metagame to its core. maybe this daring mod will even go so far as to increase their strength stat by a single point to represent militia being mostly conscripts from rural areas. who knows, or dares to dream?
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  #92  
Old November 19th, 2012, 04:49 AM

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Default Re: Adept's Mod (weapon, magic and monster changes)

Did he ruin your favorite mod? sadface
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  #93  
Old November 19th, 2012, 05:29 AM

Admiral_Aorta Admiral_Aorta is offline
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Default Re: Adept's Mod (weapon, magic and monster changes)

on the contrary, this mod is my favorite, now and forever
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  #94  
Old November 19th, 2012, 05:54 AM

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Default Re: Adept's Mod (weapon, magic and monster changes)

Then I vote to rename this mod to "Admiral Aorta's favourite balance mod". To be clear its purely a rebalancing mod rather than a content mod.
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  #95  
Old November 19th, 2012, 06:50 AM

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Default Re: Adept's Mod (weapon, magic and monster changes)

that's fine with me, i would be honoured to give my name to such a wondrous mod
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  #96  
Old November 19th, 2012, 06:53 AM

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Default Re: Adept's Mod (weapon, magic and monster changes)

The non-apparent use is that militia become very gold-effective at patrolling and sieging (defense, offense).

CBM made the same change and the CBM world didn't implode.
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  #97  
Old November 26th, 2012, 06:00 PM
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Default Re: Adept's Mod (weapon, magic and monster changes)

You really think 7 -> 5 gold change would massively change the metagame? I was gonna go with 7 -> 6, but it seems like needless pussy footing.

I'll set it at 5 (and the little Markata at 4) for the latest multiplayer match with my local Dominions group. I guess I'll have funny stories to tell if it means things get out of hand.
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  #98  
Old November 26th, 2012, 06:26 PM
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Default Re: Adept's Mod (weapon, magic and monster changes)

A little addition. I feel the metagame, when it comes to militia probably needs to be changed. I've never met anybody willing to buy militia, except in truly bizarre one-off circumstances. You pay full food cost for the "soldiers" with weapon skills and morale 8. Mostly they are more a liability than an asset.
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  #99  
Old November 26th, 2012, 09:32 PM

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Default Re: Adept's Mod (weapon, magic and monster changes)

Making Militia NNE could help.
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  #100  
Old November 27th, 2012, 12:33 PM
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Default Re: Adept's Mod (weapon, magic and monster changes)

Nne?
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