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  #1  
Old January 18th, 2010, 12:35 PM

Zeldor Zeldor is offline
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Default Re: Conceptual Balance Mod 1.6

Huh, I'm not reading all that discussion, too much of it. I wonder if QM will :P

Sombre:
Nation balance was not a concern earlier, surely not the biggest, but now it's changing. While whole game is now almost fully balanced [still, tarts need smth to be done with them], lack of nation balance is even more apparent. But last CBM already had big changes, so I bet QM wanted to see reaction to that [and it had probably the biggest amount of nation balance in long time]. I know there are some changes for weak nations that did not make into 1.6 but hopefully they will be in 1.7 [like 100% random instead of 10% for EA Ulm Shamans].

kianduatha, Squirrelloid:

No new spells will be added [maybe llamabeasts late game mod if it's great?], so if you have any suggestions, they should be about things like price/research level of national spells; randoms on mages [that can be upped]; prices; unit being cap/non-cap.
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  #2  
Old January 18th, 2010, 06:36 PM

kianduatha kianduatha is offline
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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by Zeldor View Post
kianduatha, Squirrelloid:

No new spells will be added [maybe llamabeasts late game mod if it's great?], so if you have any suggestions, they should be about things like price/research level of national spells; randoms on mages [that can be upped]; prices; unit being cap/non-cap.
Wha? I've never suggested new spells. My suggestions have largely been minor stat changes:

-Jomon's Samurai archers should get 11 def, 11 precision, 11 morale, and if QM is feeling rowdy maybe a Yari instead of a Katana(lowers the resource cost a bit, gives more variety of weapons, keeps them from making normal Samurai obsolete)
-Jomon's Shrimp Soldiers and Crab Generals should have Naginatas instead of Glaives, if just for theme.

-MA Ulm's Iron Angels' Divine Grasp should be #bonus, and while we're at it Iron Angels should really be 0-encumbrance(and only 4 earth/Conj 7)
-MA Ulm's Guardians should get at least 10 MR.

-Machaka's Hunter Spiders(the big black ones without riders) should get 16 str so their Venomous Fangs match up with the Spider Bite on the original Black Hunters (the normal Great Spiders could be changed too, but those don't matter so much)
-Machakan PD should get priests/casters. My personal preference is towards a Witch Doctor at 1 and a Voice at 20. Some ruckus was made about not having casters at PD 1, but EA Vanheim, EA Helheim, EA Oceania, and MA Oceania(the latter two only on land) have casters at PD 1.

-MA Oceania's Ichtycentaurs and Trident Knights should get hoof attacks, like the Centaur Warriors they're based off of. Maybe give Trident Knights a lance, too, though I'd almost rather just lowering their cost to 75.
-both Triton Kings and Capricorns could afford to get their 10% randoms up to 20 or 25, so you have more than just a freak chance of getting A2 or E2.

-Flaming Arrows should go back down to 1 gem.

-Riches From Beneath should probably be only 4 earth.

Here's a new one, from playing a couple of MP games as underwater nations: give at least Mermages, Slave Mages and (maybe)Mages of the Deep the ability to bring some troops underwater. This prevents the very odd necessity of creating underwater breathing items to move your Bog Beasts/Frost Drakes etc. from your staging ground to your battlefield.

Just as a question, how often do people use/see Amphipteres?
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  #3  
Old January 18th, 2010, 07:27 PM
Squirrelloid Squirrelloid is offline
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Default Re: Conceptual Balance Mod 1.6

I don't recall specifically requesting new spells either.
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  #4  
Old January 18th, 2010, 07:44 PM

Zeldor Zeldor is offline
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Default Re: Conceptual Balance Mod 1.6

No? Someone was? Well, it was to those who suggested it. Anyway, what is the problem with flaming arrows being 2 gems?
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  #5  
Old January 18th, 2010, 08:22 PM
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Default Re: Conceptual Balance Mod 1.6

I'm not sure when the Devana summons was lowered to 65 slaves, but, after fighting an army of them in Early Days, I would suggest putting them back to 75 slaves. 65 is too cheap for a unit as powerful as almost any high level blood summons.
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  #6  
Old January 18th, 2010, 09:39 PM

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Default Re: Conceptual Balance Mod 1.6

well there is that thing about the 40% blood site he had.....
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  #7  
Old January 19th, 2010, 08:03 AM

13lackGu4rd 13lackGu4rd is offline
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Default Re: Conceptual Balance Mod 1.6

sorry to sound very noobish but how do you make the mod work? I downloaded the zip file, extracted it(still have zip files after the initial unzipping) and copied the entire folder into my dominion 3 folder under "mods"(was already available but empty). I assume I did something wrong here, or just stopped a step or 2 short...
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  #8  
Old January 19th, 2010, 08:07 AM
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Quitti Quitti is offline
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Default Re: Conceptual Balance Mod 1.6

You also have to enable it from preferences -> mod preferences and then start a new game. It suffices if it is just in the mods folder if you are playing a game that has been started with the mod on (such as a multiplayer game hosted by someone else).
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  #9  
Old January 19th, 2010, 11:20 AM

Zeldor Zeldor is offline
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Default Re: Conceptual Balance Mod 1.6

Lingchih:

Uber magic sites are going to be removed in CBM, or already are? Summoning Circle should not exist really, I had 100 vampire lords in one game, when I got it. And all I had were B1 mages to recruit, and not even reliably [LA Midgard].
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  #10  
Old February 2nd, 2010, 07:05 PM

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Default Re: Conceptual Balance Mod 1.6

I think that the spell "Fate of Oedipus" should be removed, or at least drastically changed. At the moment it adds nothing, it just means that no one will ever cast Eyes of God in a game.
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