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  #111  
Old November 25th, 2008, 10:39 AM

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Default Re: Conceptual Balance 1.3, updated documentation

Yep, I'm pretty sure it is.
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  #112  
Old November 26th, 2008, 01:48 AM
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Default Re: Conceptual Balance 1.3, updated documentation

Quote:
Originally Posted by cleveland View Post
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
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?
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  #113  
Old November 29th, 2008, 05:37 AM

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Default 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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  #114  
Old November 29th, 2008, 08:01 AM
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Default Re: Conceptual Balance 1.3, updated documentation

Quote:
Originally Posted by calmon View Post
With a triggered AOE>1 on a weapon/effect you always risk to hit yourself.
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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  #115  
Old November 30th, 2008, 12:37 AM
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Default Re: Conceptual Balance 1.3, updated documentation

Quote:
Originally Posted by calmon View Post
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.
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.
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  #116  
Old December 3rd, 2008, 01:47 AM
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Default 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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  #117  
Old December 14th, 2008, 12:56 PM
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Default 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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  #118  
Old December 20th, 2008, 05:28 AM

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Default 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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  #119  
Old December 20th, 2008, 12:49 PM
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Smile 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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  #120  
Old December 22nd, 2008, 02:05 AM

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Default 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 View Post
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.

Last edited by iceboy; December 22nd, 2008 at 02:14 AM..
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