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View Poll Results: Would you object to CBM adding spells/summons?
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No
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40 |
67.80% |
Yes
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13 |
22.03% |
I don't use CBM
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6 |
10.17% |
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September 5th, 2009, 12:02 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: New spells/summons
Quote:
Originally Posted by Ballbarian
Why not simply create an optional CBM "companion" spell mod? Might be hard to balance everything with an external option, but maybe worth a thought.
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Perhaps I should have been more specific in the opening post- what I am getting at is should spells/summons be included in the standard CBM complete mod.
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September 5th, 2009, 02:43 AM
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Major General
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Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
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Re: New spells/summons
afaict, the purpose of CBM is to bring the game to a better more interesting balance point. Adding new end-game summons could certainly help do that, as could other spells. Thus it seems perfectly within the realm of CBM to make such a change.
I wouldn't see this as any more major than the reorganization of the items with respect to construction level.
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The Following User Says Thank You to Squirrelloid For This Useful Post:
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September 5th, 2009, 07:28 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: New spells/summons
I don't mind because I already know qm is very conservative about this stuff and it already contains the new heroes, a handful of which have new graphics, so the theory point is already breached.
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September 5th, 2009, 07:44 AM
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Captain
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Join Date: Jan 2008
Posts: 913
Thanks: 21
Thanked 53 Times in 33 Posts
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Re: New spells/summons
I voted no, but don't get crazy with adding new stuff. Also, I'd like to see Tarts nerfed further.
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September 5th, 2009, 07:59 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: New spells/summons
Edit - Nevermind. I was being silly.
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September 5th, 2009, 08:03 AM
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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: New spells/summons
Oh man, I voted "yes" when I meant "no". It's because of the sneaky wording - "would you object" rather than "would you like"!
Edit: I guess my bungle just cancels Tolkien's, so the results are accurate again.
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September 5th, 2009, 10:29 AM
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Colonel
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Join Date: Oct 2007
Location: in a sleepy daze
Posts: 1,678
Thanks: 116
Thanked 57 Times in 33 Posts
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Re: New spells/summons
i voted no when i meant yes. this truly is a crafty poll. now that i voted no, i guess i don't object. it would be nice to have some good documentation on anything new that gets added though.
thanks for cb qm!
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September 5th, 2009, 11:20 AM
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Captain
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Join Date: Nov 2004
Location: Finland
Posts: 812
Thanks: 106
Thanked 57 Times in 34 Posts
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Re: New spells/summons
If the early spells/summons would help those nations needing help early on, and if there would be some other end game in addition to Tartarian factors, then I think new spells and summons would be most welcome.
For example I like the idea behind Burnsaber underwater project; to give more variety at early levels, and to bring new and interesting options to nations which are pretty weak early on.
__________________
There are three kinds of people: Those who can count and those who can not.
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September 5th, 2009, 11:29 AM
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Second Lieutenant
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Join Date: Jan 2009
Location: Ellicott City, MD
Posts: 401
Thanks: 15
Thanked 18 Times in 13 Posts
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Re: New spells/summons
Quote:
Originally Posted by quantum_mechani
Quote:
Originally Posted by Tolkien
Oi, I accidentally voted no when I meant to vote yes.
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You mean yes when you meant no?
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Doh, I meant no. Fortunately, I voted no.
Your poll hath confused me, qm.
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September 5th, 2009, 11:43 AM
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Major General
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Join Date: Mar 2008
Location: Serbia
Posts: 2,245
Thanks: 48
Thanked 84 Times in 46 Posts
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Re: New spells/summons
Dammit, voted yes meant no.
I wouldn't mind new spells and items added but I think it would be better to keep it separate from the CB mod.
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