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November 25th, 2008, 10:39 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Thanked 855 Times in 291 Posts
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Re: Conceptual Balance 1.3, updated documentation
Yep, I'm pretty sure it is.
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November 26th, 2008, 01:48 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Conceptual Balance 1.3, updated documentation
Quote:
Originally Posted by cleveland
While updating the CBM Forging References, I found two small s.
The first is with the Evening Star. It is not working as intended due to 2 misspellings of the word "effect". Currently, the erroneous code is:
Code:
#selectitem "Evening Star"
#constlevel 2
#end
#selectweapon 304
#secondaryefect 0
#end
#selectweapon 304
#secondaryefectalways 305
#end
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What's the effect of the bug? I've been running around in a couple games with Evening Stars because with AOE5 they are pretty spectacular. Does secondaryeffectalways versus secondaryeffect introduce friendly fire?
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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November 29th, 2008, 05:37 AM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
Posts: 790
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Re: Conceptual Balance 1.3, updated documentation
secondaryeffect means the target needs to be hitted (sucessfull attack vs defence strike) to get the effect.
secondaryeffectalways just needs an attack, sucessfully or not the effect will be processed. Thats why the brand weapons are so usefull.
With the misspell secondaryeffect is used (like the item in base game uses).
With a triggered AOE>1 on a weapon/effect you always risk to hit yourself.
Last edited by calmon; November 29th, 2008 at 05:49 AM..
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November 29th, 2008, 08:01 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Conceptual Balance 1.3, updated documentation
Quote:
Originally Posted by calmon
With a triggered AOE>1 on a weapon/effect you always risk to hit yourself.
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Especially annoying with that MA Ulm hero that gets Star of Heroes in CB, and runs around destorying both his own and his bodyguard-Black Knights' armors. And then it takes several turns in a mountain province before their armor comes back.
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November 30th, 2008, 12:37 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Conceptual Balance 1.3, updated documentation
Quote:
Originally Posted by calmon
secondaryeffect means the target needs to be hitted (sucessfull attack vs defence strike) to get the effect.
secondaryeffectalways just needs an attack, sucessfully or not the effect will be processed. Thats why the brand weapons are so usefull.
With the misspell secondaryeffect is used (like the item in base game uses).
With a triggered AOE>1 on a weapon/effect you always risk to hit yourself.
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Thanks! I'm using thugs with a high attack, so I never noticed a difference. They're FR and have regen so I've avoided self-inflicted damage. I suppose if I'd have tried it on a low attack unit like a Golem I might have been disappointed, but the Evening Star's got +6 attack, so it should hit more often than not.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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December 3rd, 2008, 01:47 AM
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Corporal
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Join Date: Oct 2008
Location: Western Australia
Posts: 99
Thanks: 10
Thanked 11 Times in 6 Posts
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Re: Conceptual Balance 1.3, updated documentation
Not sure if this is the right place, but I found a small, almost insignificant bug. Niefelheim giants (the big sacred troops) have their ages changed from 300 out of a 1000 to 22 out of 50, same as humans. It's not mentioned in the patch notes so I assumed it was unintentional, not some nerf of them for balance. Sorry if it's been mentioned already in the previous 12 pages.
Anyhoo, truly an awesome mod. Thank you for extending my enjoyment of the game!
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December 14th, 2008, 12:56 PM
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Lieutenant Colonel
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Join Date: Jun 2008
Location: Florence, Italy
Posts: 1,424
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Re: Conceptual Balance 1.3, updated documentation
Given that I'm a big fan of this mod, q.m., I'd like to suggest you to rethink the "Touch of Madness policy" of making it cost a N gem. While Blink is often just annoying and making it require 1 S gem to cast is great, ToM has some important uses.
If the opportunity that the caster himself goes Berserkr annoys you so much you could maybe consider, if you can, to increase the range. But for i.e. a maenad EA Pangaea this spell is almost a must, even with the chance of some random Pan going mad sometimes, so well... think bout it.
Just a suggestion I continue thinking the mod is great fun
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December 20th, 2008, 05:28 AM
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Corporal
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Join Date: Mar 2004
Posts: 153
Thanks: 0
Thanked 3 Times in 3 Posts
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Re: Conceptual Balance 1.3, updated documentation
Any new upcoming versions of CBM planned? Love this mod! CBM has made my single play experience against the AI much more challenging! Thanks QM!
Last edited by iceboy; December 20th, 2008 at 05:31 AM..
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December 20th, 2008, 12:49 PM
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Sergeant
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Join Date: Oct 2003
Location: Vienna, Austria, Europe
Posts: 234
Thanks: 62
Thanked 11 Times in 6 Posts
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Re: Conceptual Balance 1.3, updated documentation
i will not go so far as saying "vanilla dom3 sucks" .......
but men, you spoke out of my heart... love that cbm mod.
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December 22nd, 2008, 02:05 AM
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Corporal
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Join Date: Mar 2004
Posts: 153
Thanks: 0
Thanked 3 Times in 3 Posts
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Re: Conceptual Balance 1.3, updated documentation
I dont know if this has to do with the CBM mod or the Worthy Heroes mod but playing as Atlantis the hornblower hero appeared and drowned. I use the worthy heroes mod + burning heroes. Is there a way to fix this so that water nations do not get land heroes that will drown?
Edit: Ah this might be the problem:
http://forum.shrapnelgames.com/showthread.php?t=36670
Quote:
Originally Posted by Humakty
The horn blower heroe of Marverni is available as a pretender for all nations of all ages.
It is a bit strange.
Many greetings for the update.
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Last edited by iceboy; December 22nd, 2008 at 02:14 AM..
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