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August 8th, 2011, 01:03 AM
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First Lieutenant
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Join Date: May 2005
Posts: 660
Thanks: 63
Thanked 75 Times in 31 Posts
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Re: EA Tempest - Send Pretenders
Sorry, but I returned a bit later than expected and I'll need another day or two to finalize my pretender.
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August 8th, 2011, 04:39 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: EA Tempest - Send Pretenders
Sorry for hijacking your game thread guys.
I can't compete with your word count Calahan since I'm writing on a phone. So I'll just say that while I agree that some choices are lost by removing hammers, I'd argue that at least as many are created by not forcing every nation to obtain E3. It would be easy to make a list of interesting decisions like you've done for additional pretender design choices opened up by removing that requirement. Note that this isn't because I "don't like thinking" during pretender design; far from it. It's because I want there to be more interesting options and choices to consider.
But anyway, I guess we are unlikely to agree on this. Maybe some sub-mod with hammers re-included should be created, because in many other ways CBM1.84 (and hopefully 1.9!) is far superior to CB1.6, so it seems like a bit of a case of throwing the baby out with the bathwater.
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August 8th, 2011, 05:20 AM
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First Lieutenant
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Join Date: May 2005
Posts: 660
Thanks: 63
Thanked 75 Times in 31 Posts
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Re: EA Tempest - Send Pretenders
Yep, another one like Masochist Edition for 1.7 Haven't seen any games started with it, unfortunately. Maybe the name was too pessimistic .
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August 9th, 2011, 09:50 PM
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Private
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Join Date: May 2011
Posts: 18
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: EA Tempest - Send Pretenders
I don't have any experience modding so this maybe impossible for a number of reasons, but I throw it out there anyways...has anyone considered modding new items that also give the forge bonus? These items would require other magic paths, thus freeing a player from needing E3 on their pretender as well as allowing earth gems to be used for things other than hammers. In the early game players would still have an incentive to economize on gems before they acquired these forge bonus items so most of the strategy based around hammers would be preserved.
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August 10th, 2011, 01:24 AM
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First Lieutenant
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Join Date: May 2005
Posts: 660
Thanks: 63
Thanked 75 Times in 31 Posts
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Re: EA Tempest - Send Pretenders
Unfortunately it's impossible with current modding tools.
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August 12th, 2011, 02:37 AM
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First Lieutenant
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Join Date: Jun 2006
Location: Sacramento, CA
Posts: 729
Thanks: 66
Thanked 6 Times in 6 Posts
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Re: EA Tempest - Running
So I just ran into a province with heavy calvary with six attacks (2x lance, sword, and hoof), Anyone else notice anything weird?
__________________
Power is an illusion...
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August 12th, 2011, 05:32 AM
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Major General
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Join Date: Mar 2008
Location: Serbia
Posts: 2,245
Thanks: 48
Thanked 84 Times in 46 Posts
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Re: EA Tempest - Running
Well luckily the heavy cavalry I faced only had 2 attacks, but I saw heavy cavalry with six attacks in another game I subbed into as well. I though it was a CBM 1.8 mistake but I'm guessing it has something to do with the latest patch now.
Not sure how to fix it or if it even can be fixed.
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August 12th, 2011, 11:26 AM
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Sergeant
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Join Date: May 2010
Posts: 317
Thanks: 16
Thanked 18 Times in 11 Posts
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Re: EA Tempest - Running
You need to download LLama's fixed versions of the mods. THis problem keeps coming up, because somehow everyone missed the thread about fixing them once the patch got added.
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August 12th, 2011, 04:50 PM
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First Lieutenant
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Join Date: Jun 2006
Location: Sacramento, CA
Posts: 729
Thanks: 66
Thanked 6 Times in 6 Posts
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Re: EA Tempest - Running
Right!
I did that for 1.8, but not for 1.6. Thanks PM.
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Power is an illusion...
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August 13th, 2011, 03:49 AM
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Corporal
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Join Date: Feb 2010
Posts: 116
Thanks: 21
Thanked 1 Time in 1 Post
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Re: EA Tempest - Running
Delay please hosting for 24h
Thanks
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