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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
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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.
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
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December 7th, 2010, 05:23 AM
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First Lieutenant
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Join Date: May 2005
Posts: 660
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Re: CBM 1.7 released
SDRs being a gemgen is just bs and even qm admitted in irc that they're just "have similar properties". Gemgens reproduce exponentially without upper bound while SDRs don't produce anything by themselves and have upper bound of approx 3*number of provinces suitable for hunting, so their effect is proportional to your gem income from sites (both are proportional to total number of provs you own), unlike true gemgens.
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December 7th, 2010, 01:02 PM
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Corporal
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Join Date: Nov 2010
Posts: 107
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Thanked 5 Times in 5 Posts
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Re: CBM 1.7 released
Well, it's a gem generator with a limit. It's still something you put gems into and get more gems back in the long run.
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December 7th, 2010, 01:17 PM
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First Lieutenant
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Join Date: May 2005
Posts: 660
Thanks: 63
Thanked 75 Times in 31 Posts
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Re: CBM 1.7 released
The biggest problems with gemgens as I understand are 1) they can grow unbounded (well, limited to producing 50/turn in the end) which encourages turtling 2) their income is hidden. Both of them don't exist for SDRs. Thus SDRs are not gemgens, both by their effect (previous post) and by their issues.
And summoning units/casting spells with gems during conquest is definitely gem generator by your definition. You put gems into it and gain more gems in the long run from captured provinces. Let's ban capturing provinces, then.
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December 7th, 2010, 01:31 PM
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Corporal
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Join Date: Nov 2010
Posts: 107
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Thanked 5 Times in 5 Posts
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Re: CBM 1.7 released
That's ridiculous and you know its ridiculous. :P
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