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  #1  
Old October 17th, 2009, 02:14 PM

thejeff thejeff is offline
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Default Re: Conceptual Balance Mod 1.6

I noticed in an SP game that MA Oceania has a Mermage (1416) without magic as a PD leader instead of a Turtle Chief, at least on land. That wasn't intentional, was it?

Looking through the code, I can't see how that happened, but I'm not much of a modder.
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  #2  
Old October 17th, 2009, 02:53 PM

Redeyes Redeyes is offline
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Default Re: Conceptual Balance Mod 1.6

Is there any reason in particular that the Caelum Eagle King multihero gets Air 5 instead of 4?

I just had one who also got the air random (2.5 % chance) - 6 Air seems like overkill on a hero, even for Caelum.
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  #3  
Old October 20th, 2009, 05:21 AM

Turin Turin is offline
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Default Re: Conceptual Balance Mod 1.6

I agree that getting an air 6 hero roughly once every ~666 turns with luck 3 is problematic and should be addressed immediately .

More seriously the design philosophy was that the heroes should always be at least as good as the recruitables. Getting an air4 eagle king hero when you just randomed a recruitable air 5 would be pretty boring.
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  #4  
Old October 24th, 2009, 01:11 AM

Redeyes Redeyes is offline
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Default Re: Conceptual Balance Mod 1.6

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Originally Posted by Turin View Post
I agree that getting an air 6 hero roughly once every ~666 turns with luck 3 is problematic and should be addressed immediately .

More seriously the design philosophy was that the heroes should always be at least as good as the recruitables. Getting an air4 eagle king hero when you just randomed a recruitable air 5 would be pretty boring.
Well, the chance for getting a A5 High Seraph is 0.625%. Right now you are more likely to get A5 from an Eagle King than if you recruit 3 High Serpahs a turn (under luck 3).

It isn't much of an issue, but I feel it is an oddity, especially as it makes the MA Eagle Kings quite a bit better than the EA (okay, they are heroes, but even a baseline Eagle King is a jackpot, they are first class thugs besides the considerable magic).
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  #5  
Old October 21st, 2009, 02:28 AM
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Default Re: Conceptual Balance Mod 1.6

I found an issue that had changed since CBM 1.5 and I didn't find it in the description on the first page.
EA R'lyeh Polypal Mother can no longer call Gibodai, but Gibodai may appear in the province with Polypal Mother. The chance increases with the dominion strength.
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  #6  
Old October 21st, 2009, 06:56 AM
Squirrelloid Squirrelloid is offline
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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by WingedDog View Post
I found an issue that had changed since CBM 1.5 and I didn't find it in the description on the first page.
EA R'lyeh Polypal Mother can no longer call Gibodai, but Gibodai may appear in the province with Polypal Mother. The chance increases with the dominion strength.
QM had mentioned making that change at one point, although apparently not in this thread. I guess he decided EA Rlyeh needed a little nerfing? Not sure why - its not like they win that often.
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  #7  
Old October 21st, 2009, 11:03 AM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.6

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Originally Posted by Squirrelloid View Post

QM had mentioned making that change at one point, although apparently not in this thread. I guess he decided EA Rlyeh needed a little nerfing? Not sure why - its not like they win that often.
You've got me- I just can't feel satisfied with a CB version without a little bit of random nerfing.

Apart from that though, there is the fact that as things stood gibodai were quite silly as a recruitable, and I found giant late game swarms of them (but not other aboleth stuff apart from spawn) unthematic.
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  #8  
Old October 21st, 2009, 05:37 PM

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Default Re: Conceptual Balance Mod 1.6

Do you mean polypal mother was silly as a recruitable?
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  #9  
Old October 24th, 2009, 01:45 PM

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Default Re: Conceptual Balance Mod 1.6

0.625% means about one in 150, no? So if you recruit 3 a turn then you should get A5 once every 50 turns or so. That is much more often than the one every 660 or so turns from the Eagle King hero.
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  #10  
Old October 24th, 2009, 05:45 PM

Redeyes Redeyes is offline
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Default Re: Conceptual Balance Mod 1.6

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Originally Posted by llamabeast View Post
0.625% means about one in 150, no? So if you recruit 3 a turn then you should get A5 once every 50 turns or so. That is much more often than the one every 660 or so turns from the Eagle King hero.
From what I recall, MA Caelum has three different heroes. Two of them are multiheroes, the Harab Seraphine and Eagle King, and one is a unique hero - some leader of the temple guard, I don't recall the specifics. My assumption was that you had an equal chance of getting one of the three - a 2% to get an eagle king per turn. As the MA Caelum Eagle kings have A5 unlike the EA ones, that's a 2% to get an A5 hero perturn. If you recruit three High Seraphs you have 1- (1 - 0.00625)^3 = 1.833056640625% per turn to get a A5 (or more than one) High Seraph.

The 1 in 666 turns to get an A6 hero is a separate issue, and not one I have verified the maths for. I am only discussing A5 - and where the chance of a getting a hero with is larger than if you recruit 3 High Seraphs per turn.

The Eagle King by itself is certainly good enough that it doesn't need the A5 to be competitive.
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