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  #11  
Old July 8th, 2010, 10:30 PM
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Default Re: MA Nation Balance Mod - Planning

It's definitely *practical*, just a question of copying and pasting and looking up unit #s. Many of these new spells don't require graphics, or use existing graphics. I'm something a spell-modding Guru, I don't anticipate any trouble.

Q is - will it break the spell # limit or something? That I couldn't tell you .
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  #12  
Old July 9th, 2010, 04:49 AM
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Default Re: MA Nation Balance Mod - Planning

The spell limit is about 100 or something? Edit: 135 or thereabouts. You won't be breaking it yet, but you'll get pretty close pretty soon at the rate you're piling in the spells and effects. And of course the issue of using other mods at the same time will raise its head even sooner.
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  #13  
Old July 9th, 2010, 02:18 PM

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Default Re: MA Nation Balance Mod - Planning

Quote:
Originally Posted by DrPraetorious View Post
You're correct that the balance vs. other MA nations is what is relevant, but, obviously, I think you are quite mistaken. I'm not particularly interested in debating this, but I assert that MA Mictlan is weak, compared to the balance targets for this mod, which are:
MA Ermor
MA Pythium
MA Marignon
MA Caelum
MA Pangaea
MA Vanheim
MA Jotunheim
MA Shinuyama
...
I disagree. MA Mictlan > MA Marignon in my opinion, and probably Vanheim too.
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  #14  
Old July 9th, 2010, 02:46 PM
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Default Re: MA Nation Balance Mod - Planning

Lolomo, also more powerful than Pan. Seriously, MA Pan is the worst Pan - really not seeing how they're that powerful. Probably more powerful than MA Caelum as well - MA Caelum is a middle-of-the-road nation.
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  #15  
Old July 9th, 2010, 10:50 PM

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Default Re: MA Nation Balance Mod - Planning

Wait, Lolomo is a nation now?
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  #16  
Old July 10th, 2010, 12:06 AM
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Default Re: MA Nation Balance Mod - Planning

whoops, la la la. I think I meant LDICesare, actually, I must be going senile or something. Probably should have been a colon instead of a comma too. Too late to edit. Blarg.
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  #17  
Old July 11th, 2010, 06:48 AM

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Default Re: MA Nation Balance Mod - Planning

Nah, MA Mictlan is average nation. Sure, they have sacreds, but taking good bless kills so many options for them. D9W9 imprisoned Master Lich was somewhat a way to fix that in LR, but well, I still had problems

What I'd like to see for MA Mictlan is the way to play non-bless. Some troops that would let you expand. There are really good options for mid-game this way - flying communions, cheap researchers... but you just cannot execute it when your only option to expand is with sacreds.
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  #18  
Old July 11th, 2010, 07:16 AM
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Default Re: MA Nation Balance Mod - Planning

You can expand with unblessed jaguar warriors just fine, which should be great for early expansion. And the basic warrior units (the mm2 one with armor) is actually pretty good against indies. MA Mictlan doesn't need a bless to expand at all.
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  #19  
Old July 16th, 2010, 03:04 PM
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Default Re: MA Nation Balance Mod - Planning

Quote:
Originally Posted by Squirrelloid View Post
You can expand with unblessed jaguar warriors just fine, which should be great for early expansion. And the basic warrior units (the mm2 one with armor) is actually pretty good against indies. MA Mictlan doesn't need a bless to expand at all.
Agree with this. Another possibility are Moon Warriors. This is slower than Sacred Madness of Mictlan, but it works. And single major bless would be affordable with other possibilities.
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Generally, this mod project has many beautiful ideas, but as far as I see using all them would make nations adressed in it just filthy overpowered.
Maybe testing would show that I'm wrong... maybe. Some of them would be interesting to see, though.
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  #20  
Old December 6th, 2010, 06:48 PM

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Default Re: MA Nation Balance Mod - Planning

Hi, I'm curious if you ever got #onebattlespell Retinues working? It was something I was looking at myself, but I don't know how to get started on it, so I'm curious if it worked. Since according to the manual they need to be vanilla Dom3 spells...
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