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November 21st, 2010, 05:09 PM
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Major General
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Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
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Re: CBM 1.7 released
Quote:
Originally Posted by Soyweiser
Quote:
Originally Posted by Squirrelloid
All the other real blood powers either have cheap(ish) B1 hunters, or B2+ hunters readily available.
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Without SDR's a B1 blood hunter only has a (unconfirmed) 50% chance of successfully hunting slaves. Way to low chance.
With a SDR this raises to 90%. (Yeah, the percentages are influenced by the game settings).
Removal of the SDR just makes it very hard to blood hunt with B1 hunters. So these b1 mages are now useless.
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and so you hire more bloodhunters without SDRs... I'm sure Mictlan is going to cry about it with its 60g sacred B1 mages... Seriously, this is not a tragedy.
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November 21st, 2010, 05:17 PM
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Captain
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Join Date: Aug 2008
Location: Finland
Posts: 827
Thanks: 23
Thanked 27 Times in 27 Posts
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Re: CBM 1.7 released
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Originally Posted by NooBliss
In Kings of Drama Ulm seems to do just fine at the moment.
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Did you consider that they had the elephant corps from turn 1 for themselves. Did you also consider that it's an expert playing the nation instead of a mediocre player? Did you also consider that while we don't know what's going on in there, he might've had easy start. One game does not make statistics. Especially the first 4 turns of one.
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November 23rd, 2010, 05:11 AM
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Sergeant
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Join Date: Mar 2010
Posts: 225
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Re: CBM 1.7 released
That's exactly why I am saying 'give Ulm some time before declaring it too weak'.
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November 23rd, 2010, 06:56 AM
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BANNED USER
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Join Date: Nov 2007
Location: San Francisco, nr Wales
Posts: 1,539
Thanks: 226
Thanked 296 Times in 136 Posts
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Re: CBM 1.7 released
Quote:
Originally Posted by NooBliss
That's exactly why I am saying 'give Ulm some time before declaring it too weak'.
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Well they've had 4 years so far, how much more time do you reckon they need?
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November 23rd, 2010, 07:11 AM
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Sergeant
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Join Date: Mar 2010
Posts: 225
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Re: CBM 1.7 released
4 years since CBM 1.7? ^^
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November 23rd, 2010, 07:52 AM
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BANNED USER
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Join Date: Nov 2007
Location: San Francisco, nr Wales
Posts: 1,539
Thanks: 226
Thanked 296 Times in 136 Posts
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Re: CBM 1.7 released
Quote:
Originally Posted by NooBliss
4 years since CBM 1.7? ^^
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Ah, apologies NooBliss, I thought you were arguing against the changes that CBM 1.7 made to Ulm. (since you were talking about them having decent troops etc, which they still haven't really got even with the 1.7 changes. Still no MR and a troop roster mostly full of 10's on base stats).
The hammer nerf hurts them the most though, as what hasn't been considered yet (or I haven't seen it) is how much the hammer nerf destroys some nation's diplomacy powers. As the likes of MA Ulm and EA Agartha can often survive the early game by grabbing some NAP's, along with the added "I'll give you a few free hammers if you sign a NAP" sweetener. I used this very successfully in the Legends of Faerun game (around 18 monts ago) to survive as EA Agartha when I started next to Lanka, Hinnom and Helheim (ie. I'd have been dead in 10 turns if I didn't have the option to give my neighbours several free hammers, which is the item they'd want the most in the first 20 turns).
So without hammers as bargaining tools, the weak Earth nations are more boned than ever. And each nation will likely require a complete re-write to make them competitive again in a hammer free world. As no amount of small tweaks will do it IMO. Neither will a forge bonus on mages, as it was the ability to "give hammers" that was the key to their early diplomacy options against uber neighbours. All IMO of course
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November 23rd, 2010, 07:17 PM
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Corporal
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Join Date: Oct 2010
Posts: 87
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Re: CBM 1.7 released
Can you use both 1.6 and 1.7 in the same install?
I want to start a new game but I have old games running 1.6 right now, I don't want to have to fight with things to make them all work together.
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November 23rd, 2010, 07:21 PM
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Second Lieutenant
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Join Date: Apr 2008
Posts: 533
Thanks: 2
Thanked 18 Times in 14 Posts
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Re: CBM 1.7 released
I'm doing it, and it works fine.
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November 23rd, 2010, 09:17 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: CBM 1.7 released
As long as both mods are not enabled simultaneously you will be just fine. Mods in dominions are only switched on and off inside the game, so it's really easy to avoid conflicts... just make sure you switch off all mods other than the ones you want on before starting a new game.
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December 7th, 2010, 03:58 AM
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Private
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Join Date: May 2008
Location: Sogamoso
Posts: 21
Thanks: 2
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Re: CBM 1.7 released
i don't understand this change:
Quote:
Jade Knife, Saguine Dousing Rod and Dwarven Hammer unique
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