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  #1  
Old November 1st, 2008, 05:18 AM
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Default Re: Conceptual Balance 1.3, updated documentation

Barthulf (377) hero of MA Ulm shouldn't have Star of Heroes (173) the armor-breaking morning star. Its area effect can affect him and his bodyguards, and it takes several turns to get the armor repaired even in a mountain province.

Star of Thraldom might work better, or perhaps Holy Scourge (even if it's two-handed usually). It should be possible to mod a 2-handed weapon and a shield to the same unit.
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  #2  
Old November 2nd, 2008, 08:59 PM

rdonj rdonj is offline
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Default Re: Conceptual Balance 1.3, updated documentation

If someone were to read through the mod and look for spelling errors... in what format would you like to see (proposed)corrections made?
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  #3  
Old November 3rd, 2008, 11:44 AM
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Horst F. JENS Horst F. JENS is offline
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Default Re: Conceptual Balance 1.3, updated documentation

i always look forward for the next version of the CBM mod and i don't care about the spelling.
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  #4  
Old November 24th, 2008, 10:58 PM

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Default Re: Conceptual Balance 1.3, updated documentation

Is this mod still usable with patch 3.21?
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  #5  
Old November 25th, 2008, 10:39 AM

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Default Re: Conceptual Balance 1.3, updated documentation

Yep, I'm pretty sure it is.
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  #6  
Old December 3rd, 2008, 01:47 AM
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Default Re: Conceptual Balance 1.3, updated documentation

Not sure if this is the right place, but I found a small, almost insignificant bug. Niefelheim giants (the big sacred troops) have their ages changed from 300 out of a 1000 to 22 out of 50, same as humans. It's not mentioned in the patch notes so I assumed it was unintentional, not some nerf of them for balance. Sorry if it's been mentioned already in the previous 12 pages.

Anyhoo, truly an awesome mod. Thank you for extending my enjoyment of the game!
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  #7  
Old December 14th, 2008, 12:56 PM
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Default Re: Conceptual Balance 1.3, updated documentation

Given that I'm a big fan of this mod, q.m., I'd like to suggest you to rethink the "Touch of Madness policy" of making it cost a N gem. While Blink is often just annoying and making it require 1 S gem to cast is great, ToM has some important uses.
If the opportunity that the caster himself goes Berserkr annoys you so much you could maybe consider, if you can, to increase the range. But for i.e. a maenad EA Pangaea this spell is almost a must, even with the chance of some random Pan going mad sometimes, so well... think bout it.

Just a suggestion I continue thinking the mod is great fun
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  #8  
Old December 20th, 2008, 05:28 AM

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Default Re: Conceptual Balance 1.3, updated documentation

Any new upcoming versions of CBM planned? Love this mod! CBM has made my single play experience against the AI much more challenging! Thanks QM!

Last edited by iceboy; December 20th, 2008 at 05:31 AM..
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  #9  
Old December 20th, 2008, 12:49 PM
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Smile Re: Conceptual Balance 1.3, updated documentation

i will not go so far as saying "vanilla dom3 sucks" .......
but men, you spoke out of my heart... love that cbm mod.
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  #10  
Old December 22nd, 2008, 02:05 AM

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Default Re: Conceptual Balance 1.3, updated documentation

I dont know if this has to do with the CBM mod or the Worthy Heroes mod but playing as Atlantis the hornblower hero appeared and drowned. I use the worthy heroes mod + burning heroes. Is there a way to fix this so that water nations do not get land heroes that will drown?

Edit: Ah this might be the problem:

http://forum.shrapnelgames.com/showthread.php?t=36670

Quote:
Originally Posted by Humakty View Post
The horn blower heroe of Marverni is available as a pretender for all nations of all ages.
It is a bit strange.
Many greetings for the update.

Last edited by iceboy; December 22nd, 2008 at 02:14 AM..
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