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  #1  
Old May 4th, 2010, 07:59 AM
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Default Re: Conceptual Balance Mod 1.6

Added a mod tag to this thread.
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  #2  
Old May 5th, 2010, 01:15 AM
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Default Re: Conceptual Balance Mod 1.6

I doubt CBM will be updated anytime soon. Unless QM comes back into the fold.
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  #3  
Old May 5th, 2010, 04:24 AM
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Default Re: Conceptual Balance Mod 1.6

Anyone ever found Fire Snakes FAAR to powerful for only 9 Gems ?
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  #4  
Old May 5th, 2010, 04:49 AM
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Default Re: Conceptual Balance Mod 1.6

No.
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  #5  
Old May 5th, 2010, 05:29 AM

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Default Re: Conceptual Balance Mod 1.6

Sometime in the next few months I should be returning to work on CB. I do apologize to the many of the people who commented in this thread as there are a few too many comments to respond to individually.

Also, when I do return to work on it, the mod/discussion will probably be located at http://z7.invisionfree.com/Dom3mods/index.php?. This actually has less to do with the recent ban spree than earlier even less defensible actions such as the de-modding of Ich, the creator of the wiki.
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  #6  
Old May 5th, 2010, 05:36 AM
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Default Re: Conceptual Balance Mod 1.6

Sounds good! You could start a preliminary CBM1.7 thread or something like that there already, possibly copy some suggestions you feel worthy of implementation from here to there if you're not keeping the project here.
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  #7  
Old May 5th, 2010, 04:36 PM

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Default Re: Conceptual Balance Mod 1.6

Kailasa I think need changes. All it's summons, whithout which it just can't build a ballanced strategy are astral, and late. The fact that they are astral could be fixed with clams to which Kailasa had great access, but with CBM it has no such option. And Kailasa is really weak in the early game, unless you take blesses, worthless for endgame and paths for pretender which he just don't need otherwise. I would propose to make 2 changes with them - 1st - to make all national summons 2 research levels earlier, and second - change type of gems needed for these casts - it would be reasonable to switch some to N,W and E fro S. And to leave only top summon(s?) in S. Otherwise without nexus, it's just not realistic to have these summons in MP. And to cast Nexus, you already should be winning, so that's not a realistic case.
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  #8  
Old May 6th, 2010, 08:59 AM
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Default Re: Conceptual Balance Mod 1.6

I disagree with you there militarist. The monkey nation summons are the same for all ages, and I think they should stay astral themathically.

It would be much better to balance the monkey troops a bit so a non-bless strat becomes doable for all the monkey nations.
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Old May 6th, 2010, 10:33 AM
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Default Re: Conceptual Balance Mod 1.6

The monkey nations can fire up all sorts of fun gem gen globals anyway and alchemise that stuff into pearls. I don't see what the problem with that is.
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  #10  
Old May 8th, 2010, 07:40 AM
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Default Re: Conceptual Balance Mod 1.6

How about adding any/all of the mods below:

- Underwater Gameplay Improvement Mod v 0.92
I didn't try it but the from the description the changes look good balance wise.

- Community sprites.
- Streamers and Standards
Just GFX, but oh so cool

- End game diversity.
No more tart only end game.

1.7 can be distributed as base CBM 1.7 (CBM only) and enhanced CBM combined with all the above mods.

Such a release of 1.7 would be, well, awesome
And yes, it's possible to mix and match mods manually but it's:
a- repetitive, annoying
b- not fail proof (conflicts)
c- You never know whether the mods you combine are supposed to work together (thematically)

There are already a few combo mods around. I like them all but most are focused on nations, not on enhancing vanilla game.
I think llamabeast mentioned a possible combo with his diversity mod but I've no idea where this stands.
CBM++ is something I'd really love to see.

Edit: , I had a vague recollection of mentioning this in another thread. Turns out to be this thread. Sorry for the repeat.
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