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September 18th, 2009, 07:07 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
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Thanked 72 Times in 50 Posts
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Re: Conceptual Balance Mod 1.6
Valerius: its not a matter of non-E nations casting petrify, its that even nations that are supposed to be good in E can't with any effectiveness. You could more easily build a soulslay communion out of indy lizard shamans than get a decent petrify spam going. Besides, its not like a lot of non-E don't cast a bunch of E spells already, so there's not exactly a lot of change.
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September 18th, 2009, 07:08 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: Conceptual Balance Mod 1.6
You can find out the ID number of a unit from Edi's database (found in his sig) or by pressing shift I on the right click screen of a unit.
You can then use mod commands found in the modding manual to alter the unit.
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September 19th, 2009, 04:59 PM
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Captain
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Join Date: Oct 2007
Location: guess - and you'll be wrong
Posts: 834
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Thanked 187 Times in 66 Posts
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Re: Conceptual Balance Mod 1.6
I've updated the online Forging Reference to include CBM 1.6
In the process, I found 2 small errors:
- Lycanthropos' Amulet not implemented as intended due to a spelling error.
- Dragon Scale Mails not implemented as intended due to coding oversight.
Correct code should be:
#selectitem "Lycanthropos' Amulet"
#mainlevel 1
#end
#selectarmor "Green Dragon Scale Mail"
#prot 17
#end
#selectarmor "Red Dragon Scale Mail"
#prot 17
#end
#selectarmor "Blue Dragon Scale Mail"
#prot 17
#end
Enjoy!
cleveland
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September 19th, 2009, 07:16 PM
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Major General
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Join Date: Jun 2009
Posts: 2,157
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Re: Conceptual Balance Mod 1.6
QM, would you please make the dragon mails constr 2? They're not very good at constr 6, and all those magic types could really use a passible armor at construction 2 rather than having nothing until construction 6, with the sole exception of fire. (I think i've seen a dragon scale armor made all of once).
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September 19th, 2009, 11:44 PM
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Captain
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Join Date: Oct 2007
Location: guess - and you'll be wrong
Posts: 834
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Thanked 187 Times in 66 Posts
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Re: Conceptual Balance Mod 1.6
Ah, my mistake...the Dragon Scale Mails are just fine as-is. Kindly ignore.
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September 20th, 2009, 04:53 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: Conceptual Balance Mod 1.6
New Conceptual Balance, *drool*...
I'm starting to consider getting out of my hibernation.
While Blood Stones were very nice, and were required for reaching better Earth spells, they were too good. ANY Earth nation should consider taking up Blood, just to get the Blood Stones, even if they never use it for anything else... and they might not, since Blood Stones were so great.
The change hurts some nations more, and I'm worried about MA Ulm especially. E2 Smith + boots + stone + earthpower could reach E5 in a fight, giving Ulm access to Petrify, which would give them a counter to SCs. A Crystal Shield is a poor alternative, even with 50% forging bonus. Their Iron Angels might be a bit better under the new CB though, since they're relatively cheap and the competition was slightly nerfed.
Last edited by Endoperez; September 20th, 2009 at 05:02 AM..
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September 20th, 2009, 12:13 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Thanked 695 Times in 267 Posts
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Re: Conceptual Balance Mod 1.6
I think the gem generator removal is a good idea most of the time. It forces a more active role on everyone and does remove some emphasis from massively boosted globals and huge hordes of summoned armies that are not in any way tied to actual gem income.
It does make the position of underdog more challenging, but there must be other ways to compensate for that, such as diplomatic efforts.
Of course, that depends on what you like, but I have no objection to less gem gens, especially less clams.
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September 21st, 2009, 02:46 AM
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Corporal
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Join Date: Mar 2004
Posts: 153
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Re: Conceptual Balance Mod 1.6
Quote:
Originally Posted by Sombre
You can find out the ID number of a unit from Edi's database (found in his sig) or by pressing shift I on the right click screen of a unit.
You can then use mod commands found in the modding manual to alter the unit.
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Thanks! How would I get the Son of Niefel to stop spawning wolves? He is not in CBM mod but in game.
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September 21st, 2009, 03:23 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
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Thanked 221 Times in 46 Posts
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Re: Conceptual Balance Mod 1.6
Quote:
Originally Posted by iceboy
Quote:
Originally Posted by Sombre
You can find out the ID number of a unit from Edi's database (found in his sig) or by pressing shift I on the right click screen of a unit.
You can then use mod commands found in the modding manual to alter the unit.
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Thanks! How would I get the Son of Niefel to stop spawning wolves? He is not in CBM mod but in game.
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You would select his monster number, #clearspec, then add back in all of his other abilities (like cold res, etc).
Also note the Vampire Queen, Ghost King, and Prince of Death spawn a few troops. Not to mention a bunch of summons with spawn.
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September 21st, 2009, 04:12 AM
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Second Lieutenant
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Join Date: Jun 2009
Posts: 403
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Thanked 28 Times in 21 Posts
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Re: Conceptual Balance Mod 1.6
Quote:
Originally Posted by Endoperez
The change hurts some nations more, and I'm worried about MA Ulm especially. E2 Smith + boots + stone + earthpower could reach E5 in a fight, giving Ulm access to Petrify, which would give them a counter to SCs. A Crystal Shield is a poor alternative, even with 50% forging bonus. Their Iron Angels might be a bit better under the new CB though, since they're relatively cheap and the competition was slightly nerfed.
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I think not having the gems to spam Iron Angels nerfs them in comparison far more than, say, Tartarians(who are comparable price-wise).
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