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  #641  
Old April 11th, 2010, 07:20 AM
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Burnsaber Burnsaber is offline
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Default Re: Conceptual Balance Mod 1.6

I just got an idea to make the Panganea and Man spell songs to actually do something. Currently those spells are just too niche to really do anything (except for Soothing Song, it can occasionlly be useful). What if we made them into "cloud" spells that lasted say 2 turns? The current AoE's could be reduced and still have them useful. I admit that there are some spells that could be problematic (Tune of Growth mostly), but you could make it "def resists" to keep it balanced. I think it's not much of a strecth to assume that the haunting melody of the song could have an effect even after the caster has "stopped" singing.
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  #642  
Old April 11th, 2010, 12:45 PM

pyg pyg is offline
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Default Re: Conceptual Balance Mod 1.6

Minor request: Could the Hero Blade be renumbered higher, say like 850 or so. This would make combineMods.py work better with it without having to figure out a crazy multi-line regex for one item in one mod.

Last edited by pyg; April 11th, 2010 at 01:13 PM..
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  #643  
Old April 11th, 2010, 01:10 PM
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Edi Edi is offline
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Default Re: Conceptual Balance Mod 1.6

Did anyone ever actually bother to do a chopped up version of CBM 1.6 to Pretenders, Spells, Nations, Heroes etc?

If they didn't, I've got a chopped up version though all components use the CBM Complete banner and some have been mashed together (like Pretenders & Scales). Also placed the CBM Indies in a separate mod so that it's easier to use Better Independents with the other parts.

If anyone is interested in making the banners for the separate pieces, it'd be trivial to post them.


Also, one note of complaint:

Any weapons and armor definitions should be at the very beginning of the mod before any monster or spell modifications. This helps avoid mod bugs. Especially in a project like CBM where not everyone wants to use everything, it would be easiest if that section was first, because then copying and pasting it to all the necessary chopped up sections (Pretenders, Nations, Spells, Independents) would be much easier.

As it is, chopping things up was a real hassle yesterday.
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  #644  
Old April 11th, 2010, 07:48 PM

Calahan Calahan is offline
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Default Re: Conceptual Balance Mod 1.6

A call for opinions.....

Assuming this is possible for CBM to do, what do people think about the idea of swapping LA Man's starting gem income of 2 Nature gems for something they can actually use instead.

Since having now checked to be sure, it appears LA Man are the only nation in the game who have a starting gem income that does not match any of the paths on their national mages. This seems mighty odd to me, as they'd surely be better off starting with Fire, Astral or Earth income instead of the Nature they currently have (to go with the 2 Air they also get).

Plus this change would bring them back in line with the matching "starting gem income-national mage" relationship that is standard for every other nation.
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  #645  
Old April 12th, 2010, 03:13 AM

Festin Festin is offline
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Default Re: Conceptual Balance Mod 1.6

Will the next version of CBM actually ever be released? To me, it looks like this excellent mod was forsaken by its creator. Any news from him?
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  #646  
Old April 12th, 2010, 04:29 AM

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Default Re: Conceptual Balance Mod 1.6

Have blood sites been removed somehow or am I just really unlucky ?

I haven't found a single blood site in two games playing with the current version of CBM.
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  #647  
Old April 12th, 2010, 04:34 AM
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Default Re: Conceptual Balance Mod 1.6

Not in my experience. I've been getting them with CBM in a number of SP games.
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  #648  
Old April 12th, 2010, 05:39 AM

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Default Re: Conceptual Balance Mod 1.6

Just my luck then ... damn.
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  #649  
Old April 12th, 2010, 08:39 AM

Sombre Sombre is offline
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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by Calahan View Post
A call for opinions.....

Assuming this is possible for CBM to do, what do people think about the idea of swapping LA Man's starting gem income of 2 Nature gems for something they can actually use instead.

Since having now checked to be sure, it appears LA Man are the only nation in the game who have a starting gem income that does not match any of the paths on their national mages. This seems mighty odd to me, as they'd surely be better off starting with Fire, Astral or Earth income instead of the Nature they currently have (to go with the 2 Air they also get).

Plus this change would bring them back in line with the matching "starting gem income-national mage" relationship that is standard for every other nation.

They might be considered an exception that proves the rule, like pythium getting 8 gems in MA.

But then I think pythium should be taken down to 5 gems as well.
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  #650  
Old April 12th, 2010, 09:39 AM
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Stavis_L Stavis_L is offline
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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by Calahan View Post
A call for opinions.....

Assuming this is possible for CBM to do, what do people think about the idea of swapping LA Man's starting gem income of 2 Nature gems for something they can actually use instead.

Since having now checked to be sure, it appears LA Man are the only nation in the game who have a starting gem income that does not match any of the paths on their national mages. This seems mighty odd to me, as they'd surely be better off starting with Fire, Astral or Earth income instead of the Nature they currently have (to go with the 2 Air they also get).

Plus this change would bring them back in line with the matching "starting gem income-national mage" relationship that is standard for every other nation.
For balance, sure, makes sense.

For thematic reasons, though, there should definitely be nature income because after all, it's basically sites taken over from the now departed Tuatha. The fact that the impudent usurping humans don't comprehend how to best use and control the ancient faerie magics is perfectly appropriate.

I oppose this on thematic grounds.
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