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  #671  
Old April 24th, 2010, 11:43 AM
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Default Re: Conceptual Balance Mod 1.6

Sombre, I love your mod combos but what I had in mind is CBM with some gfx and flavor mods but w/o nation mods. Like Vanilla game on steroids. The Community Sprites is really nice and I'd really love to see it included in CBM/CBM combo. Same for streamers.
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  #672  
Old April 24th, 2010, 12:37 PM

Sombre Sombre is offline
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Default Re: Conceptual Balance Mod 1.6

Those mods don't conflict with cbm though, you can just enable them on top of it.

You can also just not enable the mod nations in the packs, if you don't want them.
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  #673  
Old April 24th, 2010, 01:17 PM

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Default Re: Conceptual Balance Mod 1.6

Can somebody tell me which sections of the mod deal with removing the Summon Allies ability from heroes?
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  #674  
Old April 24th, 2010, 02:00 PM
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Default Re: Conceptual Balance Mod 1.6

That's the strange thing, Rookierookie -- there doesn't seem to be (from analyzing the two entries that I've put the summon ally ability back into) any actual command that does it. It seems, then, that modifying the units without specifically re-enabling that ability does so. If that's the case, then it's simply a matter of knowing which ones are supposed to have it, and manually re-entering it for those who prefer it. (And it makes me wonder if, in the sprite mod, I'll need to watch out for that -- if merely changing the sprite for a unit could unwittingly disable certain abilities of it.)

But my Dom3 modding knowledge is extremely rudimentary, so I am perhaps missing something. Someone else would need to verify this technical bit. (I understand the points that have been made as to the possible intentional nature of the removal and the undesirability of it from certain viewpoints, but in spite of these I find my own preference on it remains as is.)
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  #675  
Old April 24th, 2010, 02:45 PM

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Default Re: Conceptual Balance Mod 1.6

Name one of the units that in vanilla has summon allies and in cbm doesn't.

I'll look into it.
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  #676  
Old April 24th, 2010, 03:26 PM
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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by Sombre View Post
Those mods don't conflict with cbm though, you can just enable them on top of it.

You can also just not enable the mod nations in the packs, if you don't want them.
You right and you are right - But the same could be said of CBM, you could pick and choose every which part you like. There is merit to a consolidated bundle of mods beyond that of the picking of different parts. A consolidated mod is also a recommendation for which mods work well together. Its also much more convenient to have a bundle than to start picking 5-8 separate mods before starting a new game.
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  #677  
Old April 24th, 2010, 03:40 PM
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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by Sombre View Post
Name one of the units that in vanilla has summon allies and in cbm doesn't.

I'll look into it.
Much appreciated, Sombre.

The ones I saw were Ram's Head the White Satyr for Pangaea and Iszvat the Unwinged for Caelum.
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  #678  
Old April 24th, 2010, 05:00 PM
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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by Globu View Post
Quote:
Originally Posted by Sombre View Post
Name one of the units that in vanilla has summon allies and in cbm doesn't.

I'll look into it.
Much appreciated, Sombre.

The ones I saw were Ram's Head the White Satyr for Pangaea and Iszvat the Unwinged for Caelum.
Neither of those units summons allies in vanilla, according to both the Wiki and Edi's DB.

http://dom3.servegame.com/wiki/Unwinged

http://dom3.servegame.com/wiki/White_Satyr
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A nation mod I created:
Mistica: A Magocratic Police State
Micro-mods by me you might find useful:
Brainless Soulless - a fix for Life after Death/Ankh "exploit", Bogarus Scout Fix
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  #679  
Old April 24th, 2010, 06:37 PM

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Default Re: Conceptual Balance Mod 1.6

Indeed. That's what I figured.

What's happened is they had summon allies previously in cbm. And now they don't.
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  #680  
Old April 24th, 2010, 06:41 PM
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Default Re: Conceptual Balance Mod 1.6

Damn. You're right. Bad assumption on my part.

The summoning ability for those commanders must have been in earlier CBM, I assuming all the while that they were vanilla, rather than a change introduced in CBM and then later removed from CBM.

Well then. Never mind my half-baked theory on that. Go on about your business, nothing to see here.


EDIT: (I saw Sombre's post after I wrote this.)
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