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April 11th, 2009, 10:56 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
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Thanked 73 Times in 49 Posts
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Re: Conceptual Balance Mod 1.41
I've heard that they are as effective as earlier, but passing 1 air dome and getting stopped by 2nd is enough to break one. Didn't test it seriously though.
And it looks like QM got convinced to increase cost of Black Death :P
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April 12th, 2009, 02:06 PM
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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 Mod 1.41
I do believe there is some documentation in the zip which sets out to answer that question.
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April 13th, 2009, 05:20 PM
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Sergeant
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Join Date: Jun 2007
Location: Atlanta, GA
Posts: 339
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Re: Conceptual Balance Mod 1.41
Regarding the blood summons issue: Perhaps the best thing to do is not decrease the cost, but address the mage-time issue instead?
Maybe try changing it to summon ~3 (or whatever number is deemed appropriate) at cost that's higher per unit than the mass summons. That way it's feasible to build up a moderate number of them early game without destroying your research capabilities?
Late game people with blood mages of the appropriate paths for the mass summons would still get benefit out of them. Although I think those could probably be cheaper and/or summon more units than they do currently, given the difficulty in obtaining those paths.
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April 15th, 2009, 02:08 PM
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Second Lieutenant
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Join Date: Sep 2008
Posts: 466
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Re: Conceptual Balance Mod 1.41
A few things I noticed while looking through:
1) Green dragon is in twice, once lines 170-176 (with stealthy), one in "monsters" lines 251-259 (no stealthy)
2) Armor for lord of war is commented (line 554). Purposeful?
3) 3228 --> mackaka ==> machaka (this typo is actually throughout the entire section on this nation)
4) Ulm hero "the locksmith" - desc speaks of great age. Might want to reflect in stat block.
5) line 7044 - "MR" --> "mr"
6) 7106, maverni "Champion of the Horn" hero seems to be added as a pretender; is this right?
7) 7715-7720 - the creature 2829 created here is not used. Perhaps it should be another multihero for early Oceania?
8) 8061-8074 - The red tengu is not added as a hero/multihero; should the mods here be in the hero section, or somewhere else?
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April 16th, 2009, 05:44 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
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Re: Conceptual Balance Mod 1.41
The Visitor is broken as a CBM multihero because he's unique. When he appears in your capitol a second time, the first instance will vanish just like he'd been wished away. Not nice if he's leading armies about etc.
http://forum.shrapnelgames.com/showthread.php?p=686047
__________________
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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April 16th, 2009, 03:44 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
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Re: Conceptual Balance Mod 1.41
Not sure if this is a CBM issue, but the Vanadrott's armor has exactly the same stats as that of Vanherses/Vanjarls, despite being "lightweight scale mail". It seems either an enc. decrease is in order, or a prot increase.
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April 17th, 2009, 07:47 AM
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First Lieutenant
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Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
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Re: Conceptual Balance Mod 1.41
Is the moloch pretender any good in CBM?
I'd really like to use him some time, he looks cool for a nation heading towards demons, but all in all the prince of death seems to offer more. Also his paths aren't that useful to a demonic nation and 80 points for new paths... Can't the latter be changed to 30 or 40 to give him an edge against PoD (unless I'm missing something that does already)?
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April 17th, 2009, 06:05 PM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
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Re: Conceptual Balance Mod 1.41
I think he has slightly more hps and somewhat better stats. He also gets 3(?) free Imps at start of combat.
I would also like he to be more useful as Blood is mostly no problem to increase for nation with access to it, and Blood bless isn't so useful. And he is more rare than PoD...
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April 19th, 2009, 09:40 PM
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BANNED USER
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Join Date: Dec 2007
Location: Illinois
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Re: Conceptual Balance Mod 1.41
I propose that LA C'tis have all their national summons H level increased by one (at the very least)
reason:
LA C'tis is supposed to be a reanimate power that depends on these guys; ergo they should be a good deal, but as people have pointed out they are not.
consider this direct comparison:
LA Argatha can summon a Tomb Oracle at Conj5 for 30death with 3E 3D 3H and a ton of hitpoints, plus their are not `lifeless' and can benefit from regen; these guys can also reanimate.
LA C'tis can summon a Tomb King at Ench0 for 21death with 3H and a lot (but not a ton) of hitpoints, but they are lifeless and cannot regen; these guys can, of course, reanimate.
The only reason that no one cares that Tomb Oracles can reanimate is because they are so good no one would ever waste a turn doing that with them. For 9 more gems they get a ton more stuff. granted, they are Conj5 vs Ench0, but given the gem cost (ie. you won't summon either of these guys for a little while anyway) and the fact that Conj5 isn't really that difficult to access, I don't think the research requirement difference is really meaningful. Lastly, LA Argatha has other things they can benefit from such that Tomb Oracles do not have to be an integral part of their strategy (LA C'tis cannot, I believe, say the same thing about their tomb summons). Given these points, C'tis' tomb summons really need a push.
Conclusion:
do something to make Tomb Kings/Priests/Consorts on par with at least other national summons!!! one extra level of H would be nice, perhaps a possible random in death too.
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April 19th, 2009, 10:22 PM
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Second Lieutenant
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Join Date: Dec 2008
Posts: 539
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Thanked 43 Times in 34 Posts
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Re: Conceptual Balance Mod 1.41
I have noticed that some Giants (Niefel Jarls + EA Sacred, Hinnom Ashdod & Hinnom Rephaim, Gath Anakim, the Rasharaja) have speed 3. I think this is an unnecessary advantage and odd too, why should these giants be as quick overland as most cavalry and fliers?
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