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  #51  
Old August 5th, 2007, 02:53 AM
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Default Re: New Game: Mods over Europe (recruiting players

Eeew, no. I have no interest in playing on an indy-free map. Indies allow you to get into the water when you couldn't otherwise. They allow you to get interesting sacreds when you couldn't otherwise. Indies are like a 2nd layer of strategy on the map. Controlling certain provinces becomes even more important when they create indies you need/want.

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  #52  
Old August 5th, 2007, 03:34 AM
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Default Re: New Game: Mods over Europe (recruiting players

Absolutely not. Without indies the game would be crippled.
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  #53  
Old August 5th, 2007, 04:01 AM
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Default Re: New Game: Mods over Europe (recruiting players

So, we have Jazzepi switched to Avernum and one open spot. I'll update the first two posts.
Xox, could you confirm your nation choice?
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  #54  
Old August 5th, 2007, 05:30 AM

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Default Re: New Game: Mods over Europe (recruiting players

Just want to remind everyone - if you want to playtest your nation, get the version from the links lch provided and then go to the CBM mod nations thread in the mod forum and get the CBM balanced version I've made from there.

You need both in order for the cbm one to work, but you only need to load the cbm one when you playtest.
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  #55  
Old August 5th, 2007, 05:43 AM
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Default Re: New Game: Mods over Europe (signup, one spot o

Im in with sylvania
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  #56  
Old August 5th, 2007, 10:55 AM

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Default Re: New Game: Mods over Europe (signup, one spot o

Skaven are ready.

There's no need for a cbm version of them, you can use the one from the regular thread.
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  #57  
Old August 5th, 2007, 12:42 PM

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Default Re: New Game: Mods over Europe (signup, one spot o

Yes I confirm my choice of Ulm Reborn, looking forward to the game.
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  #58  
Old August 5th, 2007, 01:25 PM
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Default Re: New Game: Mods over Europe (recruiting players

Quote:
Sombre said:
Quote:
Cor2 said:
I am not sure i understand the logic behind such high MR for hoburgs. The protection may be a little high as well, but i would not touch the Def at all. Maybe drop attack some, they are short, might be hard to hit above the waste.

The Alliance SE hog knights are not very good IMHO. They have trample, but good luck using it with their size 2, IMHO trample can go and they can get a gore attack if they don't have one already or maybe the hogs can fight on their own when the riders bite it. whatever. i would be perfectly happy with no changes to the alliance.


The kingdom is a little overpowered troop wise and under powered magic wise IMHO. 4 resources for a troop with armor, a sword and a crossbow? wow, seems unlikely. Plus a HOLY giant? eww.

The MR on the hoburgs is from the vanilla stats. I did take away the high def from the vanilla stats though (ok you can say they're short and hard to hit, but 14 def? That's better than a ninja, I believe. Other small units don't seem to get this bonus and hoburgs are slow little fat guys. Also, why would they get that def bonus when on a hog? You just hit the hog instead).

I think the high mr is just a feature of dominions hoburgs - I toned it down a little, from 14 to 13 in many cases. It seemed less insane than the def.

Seems I forgot to give the Hoburg Alliance hog knight gore attack instead of trample. I'll fix that before the game starts.

Hoburg Kingdom soldiers, before they were nerfed, had better armour, a sword, a crossbow, a shield and better stats. They were just all purpose monsters without a real early game counter. Don't know if the giant is a problem though - he might be, but he didn't look that nuts to me.

Trust me if you think they're overpowered troopwise now you should have seen them before the nerf.

You are using CBM Hoburg Kingdom 2 right?
I'm very confused I downloaded the CB mod which came with these mods...

CB Complete 1.0
CB Pretenders 1.1
CB Items 1.1
CB Nations 1.1
CB Scales 1.1
CB Spells 1.1

I also have this...

CBM Avernum

Now according to the post in Avernum it sounds like all I have to do is turn on the CBM avernum mod to get the full CBM changes, but to test I went to the magic scales and they still only give +2 at most with 3 tix towards magic.

Little help?

Jazzepi
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  #59  
Old August 5th, 2007, 01:55 PM

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Default Re: New Game: Mods over Europe (recruiting players

You need to have CBM 1.1 complete turned on and CBM Avernum turned on to get a CBM game with Avernum in it and balanced accordingly.

Same with all CBM nations I've made :]
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  #60  
Old August 5th, 2007, 02:51 PM
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Default Re: New Game: Mods over Europe (recruiting players

Can you link me to CBM 1.1? I tried looking in the CBM thread and couldn't find a good link z.z

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