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  #41  
Old September 16th, 2011, 02:56 AM

llamabeast llamabeast is offline
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Default Re: Conceptual Balance Mod v1.92

Oh! That one is my fault! Many apologies, I'll get a patch out ASAP (it won't need a new version number as it's just a graphical change - the mod is pointing to some image files that many people will have but I didn't actually include in the mod).
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  #42  
Old September 16th, 2011, 01:24 PM

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Default Re: Conceptual Balance Mod v1.92

Okay, I've updated the zip file so that all the image files are included in the CBM_Sprites folder.

Morla - please try the download again, hopefully it will work this time.
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  #43  
Old September 16th, 2011, 01:46 PM

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Default Re: Conceptual Balance Mod v1.92

YaY, it works, but with the YARG3 version it doesn´t work, same error, i try copying the worthy heroes 1.91 and it works, but i am going to play my first mp game and we are going to uso yarg3 version, this solves the problem but i don´t know if i can play the game with that version of worthy heroes
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  #44  
Old September 16th, 2011, 10:17 PM
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Default Re: Conceptual Balance Mod v1.92

I am definitely of the opinion that Fomoria could use a little help. Their capital dependence is crippling. Not only is this a major vulnerability, it dramatically reduces their competitiveness in large maps.

See the thread: Well CBM1.9 is nice, but why no buff for Fomoria?? http://forum.shrapnelgames.com/showthread.php?t=47743

Unmarked Champions are an excellent unit for the price. But, you can't really recruit them as you are so weak in research you can't afford to recruit anything outside your capital but the otherwise nearly useless Fomorian Druids.

Here are the changes I would propose. They are nothing dramatic. There would still be plenty of more powerful nation choices for EA in my opinion. But, it would go a long ways to broaden the options for playing styles.

* Give the Fomorian Druid a Leather Hauberk and Shield
* Give the Fomorian God King pretender chassis N1 in additional to his current base paths, W1 and D1.
* Make the Fomorian Giants, Fomorian Kings, and Fomorian God kings fully amphibious and give them at least 50% darkvision. They came from the depths of the sea for goodness sakes.
* Give the Fomorian Druid a 10% random AWDN pick.
* Make the Unmarked Champion capital only. I know this is a bit of a contradiction in my stated goals for these changes, but it really wouldn't hurt Fomoria much at all with a better armored Druid. Besides, its odd that Unmarked troops are cap only but their champion is not.
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  #45  
Old September 16th, 2011, 10:49 PM
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Default Re: Conceptual Balance Mod v1.92

Sorry, that should be W1 and D2 on the Fomorian God King.
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  #46  
Old September 16th, 2011, 10:56 PM
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Default Re: Conceptual Balance Mod v1.92

Sauromatia too is absolutely crippled.

Hydra: cap only.
Androphag Archer: cap only.
Witch King: cap only.
Oiorpata: cap only.
Hydras: cap only.

Sauromatia will never win! Because of the CAP ONLY!1!!

At least give Witch Kings a chance for A4, so they can put up an Air Dome in their cap and compete with Fomoria.

Here's an excellent idea: take the Death off the Witch King, and replace it with Air.
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  #47  
Old September 16th, 2011, 11:06 PM

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Default Re: Conceptual Balance Mod v1.92

Deathblob my respect for your trolling skills goes up every post
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  #48  
Old September 17th, 2011, 05:44 PM

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Default Re: Conceptual Balance Mod v1.92

I do admit that the Fomorian Giants themselves getting darkvision 50 or so would make a lot of sense(it's apparently pretty dark in Fomoria, what with all the black dogs and stuff running around with darkpower). But I think most of your other changes hinge on Fomoria being weak at research. And for that, the easiest change is simply to make Fomorian Druids cheaper by 10 or 15 gold.
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  #49  
Old September 17th, 2011, 09:49 PM
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Default Re: Conceptual Balance Mod v1.92

I was afraid of giving them a research boost would give them more help than they need. And, it would seem inconsistent with other giant nations which have much the same issue with research. I'd say that they need a nudge to keep up with some of the other CBM changes, but no more.

Giving the Druids a Shield and Hauberk, to me, gives Fomoria something a bit more interesting to recruit from their non-cap forts than an oversized researcher while staying in theme. They may not be much good at evocation, but with some basic gear and spell buffs, Fomorian Druids could put up a decent fight. If someone goes with a E9N6+ bless, they could even be formidable. For that option, I might actually see increasing the cost slightly.

And, a final clarification on the Fomorian God King. I'm proposing he would end up with W1D1N1 instead of his current W1D2. Perhaps he gets played more than I know about, but I have yet to see him in a game. And, considering how cool of a chassis he is, that's a shame. I think giving him a spot of nature, which Fomoria really should always have in its bless, would do that. Though, this is more a thematic than balance change. Fomoria has no need of an SC pretender.
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  #50  
Old September 18th, 2011, 10:43 AM

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Default Re: Conceptual Balance Mod v1.92

The Hierogallus and Black Emerald heroes for pythium dont have shields or helmets.

however, im not using a clean mod so YMMV.
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