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  #221  
Old November 25th, 2009, 09:17 PM
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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by kianduatha View Post
With Dom10, or without?
Can't check now, I think it was 10. Small chance it was 9. Attacking from a friendly dominion province (2 or 3 IIRC) into Machaka's cap. Ate a ton of javelins, got a limp (or crippled), and some Hoplites made it through the crowd to finish the Wyrm off.
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  #222  
Old November 25th, 2009, 10:52 PM

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Default Re: Conceptual Balance Mod 1.6

i wish i coulda seen that battle. trumanator was subbing for me that particular turn. lol.
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  #223  
Old December 2nd, 2009, 04:56 AM

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Default Re: Conceptual Balance Mod 1.6

Forgive me if I'm displaying my lack of modding knowledge, but there seems to be a lot of instances where you have #__ immediately followed by #end. Is there a reason for this? Also, when can we expect a full changelog?
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  #224  
Old December 7th, 2009, 02:51 AM

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Default Re: Conceptual Balance Mod 1.6

What do people think of the midget masher, now that there's been some time to use it? Has anyone bothered to use one?

I keep on thinking it'd be a great idea to put on something big, like a giant or a Basalt King. Then I realize that 22 strength -15 is only 7, and 7 doubled is only 14 damage--not enough to punch through anything's armor. Add to that it being a 2-handed weapon...why would you use it? I mean, it sounds perfect for an Ettin(now there's an idea, boost Earth by letting us summon Ettins!), but that's about the only thing that would use a Midget Masher.

Compare it to Gloves of the Gladiator, which just wrecks entire squares of troops. I think Midget Masher can be buffed to at least -10 damage instead of -15. That way you could maybe kill Militia (or Burgmeister Guards) in one hit. Armor piercing(or even armor negating) would also make a lot of sense, seeing as you are just smashing the entire square and armor doesn't really help against that.
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  #225  
Old December 7th, 2009, 09:20 AM

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Default Re: Conceptual Balance Mod 1.6

Yeah, I also think -15 makes it a bit disappointing. I can see qm was trying to be careful not to make an overpowerful monster of a weapon, but being as it's two-handed and rather situational I reckon there's some room for increasing the damage slightly.
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  #226  
Old December 7th, 2009, 03:25 PM

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Default Re: Conceptual Balance Mod 1.6

Its good for a fair number of SC pretenders.
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  #227  
Old December 7th, 2009, 04:36 PM

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Default Re: Conceptual Balance Mod 1.6

Could you enlighten me as to which SC pretenders? I mean, it'd be just fine for a Colossal Fetish or Cyclops or something, but it's still not as good as just putting on Boots of the Behemoth. You would need to be hitting smaller targets anyways--might as well trample multiple squares of them(and deal more damage!)
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  #228  
Old December 7th, 2009, 05:37 PM

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Default Re: Conceptual Balance Mod 1.6

Trample will rack up your fatigue very fast. I find its useful for really any large SC chassis w/hands, such as Risen Oracle, Cyclops, Father of Winters, etc.
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  #229  
Old December 8th, 2009, 12:42 AM
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Default Re: Conceptual Balance Mod 1.6

Does the new EA multihero actually work?

Code:
---new multihero : early capricorn
#newmonster 2828
#copystats 1038
#copyspr 1038
#descr "Halfmen, like humans, have underwater counterparts. Capricorns have the upper part of a pan and the lower part of a fish. Capricorns can transform and leave the sea by removing their fishtails. They are mages of water and nature, but lose some of their powers when leaving the sea. They live in shallower waters and do not have much contact with the people of Oceania. With the arrival of the new god some of them have decided to travel to the Palace of Pearls and offer their service."
#end

#newmonster 2829
#copystats 1039
#copyspr 1039
#descr "Halfmen, like humans, have underwater counterparts. Capricorns have the upper part of a pan and the lower part of a fish. Capricorns can transform and leave the sea by removing their fishtails. They are mages of water and nature, but lose some of their powers when leaving the sea. They live in shallower waters and do not have much contact with the people of Oceania. With the arrival of the new god some of them have decided to travel to the Palace of Pearls and offer their service."
#stealthy 0
#end

#selectnation 26
#multihero1 2828
#end
There's nothing in 2828 to say the landshape is 2829 (and vice-versa). So I suspect you'll get a 2828, he'll go on land and become a 1039, and go back in the water and become a 1038. Not that it really matters, except for the descriptions.
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http://z7.invisionfree.com/Dom3mods/index.php?
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  #230  
Old December 10th, 2009, 01:20 PM

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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by Trumanator View Post
Another oddity, Jomon's Ashigaru, Samurai archers, basic Samurai, and Ninjas all have only 9 HP for some reason.
Ever been to Japan?
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