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January 18th, 2009, 05:34 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Conceptual Balance Mod 1.4
Quote:
Originally Posted by chrispedersen
Earth gives prot.
Fire gives attack
air give precision.... etc.
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... and water increases defense. However, only the four elemental paths give stat bonuses.
Astral increases magic leadership, Death and Blood increase undead leadership, Nature increases maxage and gives supply bonus.
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January 17th, 2009, 06:47 PM
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BANNED USER
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Join Date: Feb 2007
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Re: Conceptual Balance Mod 1.4
Nature gives supply bonus.
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January 17th, 2009, 08:53 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
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Re: Conceptual Balance Mod 1.4
Plus more years to get old of age, 50% bonus per level or something.
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January 18th, 2009, 04:56 AM
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National Security Advisor
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Re: Conceptual Balance Mod 1.4
Why do you mention Returning lch?
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January 18th, 2009, 07:12 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
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Re: Conceptual Balance Mod 1.4
Quote:
Originally Posted by llamabeast
Why do you mention Returning lch?
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Because chrispedersen had the word "returning" in front of his sentence and that was the first post on this page that I started reading, I didn't go back further. In any case, it's a bug in vanilla game, and it would be good if somebody came up with a foolproof way to reproduce it, if just for a specific turn file.
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January 18th, 2009, 02:42 PM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
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Re: Conceptual Balance Mod 1.4
Two questions:
Why make Hidden in Sand/Snow cheaper? I remember them being excellent as is...
EA Ulm I think would be better served if its Warriors got hatchets instead of axes - this would both reduce 2-weapon penalty and defense penalties for axes. And with their strength they would cause respectable damage anyway... AND this would allow to mass them faster.
Another thing on EA Ulm - right now it's better to use Shamans as thugs than Warrior Smiths (see discussion in Baalz MA Ulm guide). Maybe Smiths should get some stats improvement or made holy (not priests!) for this purpose?
Some more questions pending until after complete reading...
Wait - one more question! What to do with male Titan?! He seems badly in need of improvement... Maybe add your Divine Lightning to him? (And I would also think on General of the West - berserkering? fear? magic sword?)
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January 18th, 2009, 03:33 PM
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BANNED USER
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Join Date: Jul 2008
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Re: Conceptual Balance Mod 1.4
Is there a way to have the titan add lightning damage to any weapons he wields? It would be thematic with the "lighning fist" attack.
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January 18th, 2009, 04:38 PM
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Lieutenant Colonel
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Re: Conceptual Balance Mod 1.4
Or his thunder fist going AoE 1. That would be nice.
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January 18th, 2009, 06:34 PM
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Lieutenant General
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Re: Conceptual Balance Mod 1.4
Well Trumanator and Tifone unless I'm mistaken that would not be very hard at all actually
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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January 18th, 2009, 07:25 PM
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BANNED USER
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Re: Conceptual Balance Mod 1.4
Trumantor's suggestion is actually impossible. Lightning damage is a matter of weapons, not something you can attach to a unit.
Of course it can be made aoe1.
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