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  #101  
Old September 28th, 2009, 03:46 AM
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Amonchakad Amonchakad is offline
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Default Re: Conceptual Balance Mod 1.6

Quote:
An alternative would be to keep it low cost and no research for LA, and make another version for EA and MA requiring research and some more gems.
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You could just #copyspell it and make it available for all ages but cheaper for LA Pan.
That's pretty much what I was thinking about.
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  #102  
Old September 28th, 2009, 04:58 AM

Master chief Master chief is offline
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Default Re: Conceptual Balance Mod 1.6

Hopefully we hear the conclusion from QM. If it is a bug then I'll love the new CBM but if it is a feature new version just killed my game
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  #103  
Old September 28th, 2009, 09:58 AM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.6

A nerf was intentional, but not as drastic as it turned out (I forgot just how sucky it was unmodded). Next version it will probably go back as it was for LA, and +10 gems +1n/d needed for other eras.
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  #104  
Old September 30th, 2009, 12:59 AM
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Default Re: Conceptual Balance Mod 1.6

Now that sounds just about perfect.
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  #105  
Old September 30th, 2009, 01:21 AM
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Default Re: Conceptual Balance Mod 1.6

Has anyone noticed how quantum_mechani is a genius?
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  #106  
Old October 1st, 2009, 09:44 AM

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Default Re: Conceptual Balance Mod 1.6

I have a suggestion about buffs. Not a balance thing, but something that could improve battle scripting. Reduce range on some buff spells, so caster will cast them on the squad that you intended the spell for and therefore put the caster close by.

Example: I had an army with two groups of centaurs that I placed on flanks with attack rear and a bunch of archers in the middle. I had two pans intended to cast haste on the two centaur groups. But, since haste has a range of ten and there were much more archers, pans chose to buff them, which is completely illogical. If the range for the spell had been five or less, I could have positioned them to cast on centaurs.
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  #107  
Old October 1st, 2009, 12:46 PM
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Default Re: Conceptual Balance Mod 1.6

That might be a good idea! Not sure how it would play out but certainly worth trying.

On the other hand there are many situation where I love the AOE buffs having some range. Like Earth mages casting weapons of sharpness on my frontline after their script has run out etc...
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  #108  
Old October 1st, 2009, 04:12 PM
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Default Re: Conceptual Balance Mod 1.6

Yeah, lack of range in AoE buffs leads to annoying situations.

Like needing to risk your caster to archer fire to buff your front-line forces.

Frankly, that just means you needed to place your casters farther back so only the centaurs were in range. Surely there was *someplace* on the field where the caster was only in range of the centaurs. (Otherwise, place units differently?)
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  #109  
Old October 1st, 2009, 04:41 PM

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Default Re: Conceptual Balance Mod 1.6

No, there wasn't and I did not want to place them differently, why should I? Exposing casters to archer fire is a risk I am willing to take in order to get the needed buffs going.
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  #110  
Old October 1st, 2009, 05:14 PM
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Default Re: Conceptual Balance Mod 1.6

I think it could be nice and thematic if you needed to risk putting mages in danger near your troops to buff them.
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