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  #71  
Old February 18th, 2009, 05:21 AM

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Default Re: Conceptual Balance Mod 1.41

In the chronicles game I noticed that the mercenary cavalry (hector's heavy cavalry? I think that was the group) had the normal hoof attack instead of warhorse hoof. Bug or WAD?
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  #72  
Old February 27th, 2009, 06:13 PM
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Default Re: Conceptual Balance Mod 1.41

If it's any help, the units used in Hector's Heavy Horsemen have the ID 292, and he has ID number 293.
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  #73  
Old February 28th, 2009, 08:31 PM
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Default Re: Conceptual Balance Mod 1.41

Another small thing: Evening Star I think has too low research. I'd say it should be on a level with main Brands (4), not 2 which allows very easy construction of pretty brutal thugs very early...
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  #74  
Old March 1st, 2009, 09:06 AM
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Default Re: Conceptual Balance Mod 1.41

Would it be possible to make the spell "enliven statues" summon attentive statues for MA agartha instead of the normal ones? (bit like iron pigs for marverni) Or to add a similar spell that does? That would be a thematic way to make the nation a little more powerful to balance the nerfs of Umbrals and Risen Oracle (which I suppose are aimed primarily at LA agartha)

I would also give their giant sacreds long spears, that would make them a bit less crappy.
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  #75  
Old March 6th, 2009, 09:10 PM
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Default Re: Conceptual Balance Mod 1.41

Quote:
Originally Posted by quantum_mechani View Post
You have a point that the servant of the oracles doesn't have a lot of use as is... a d/e random might even things out.

As for bone grinding, I must admit I hadn't anticipated that being a problem. One doesn't usually have that high of death mages lying about without a script, and I would have thought the very high fatigue would discourage AI use in any case. If it's a common problem though, I could certainly change it back.
I'm fighting Executor's leftover AI Sauromatian army in turn 80 of World in Crisis, and an AI D7 witch king killed himself and his vampire army with a couple Bone Grindings (he wasn't carrying gems). He probably would have been much better off spamming Disintegrate. The AI really likes Bone Grinding if it can manage to cast it, even when it's up against an army of high-HP thugs and SCs where no-one has MR less than 18.
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  #76  
Old March 7th, 2009, 03:10 AM
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Default Re: Conceptual Balance Mod 1.41

It's pretty easy to mod a spell so that the AI casts it only when scripted. Make Bone Grinding a personal buff spell that gives haste or something other insignificant and the #nextspell the real effect.
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  #77  
Old March 8th, 2009, 04:04 AM
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Default Re: Conceptual Balance Mod 1.41

Quote:
Originally Posted by Burnsaber View Post
It's pretty easy to mod a spell so that the AI casts it only when scripted. Make Bone Grinding a personal buff spell that gives haste or something other insignificant and the #nextspell the real effect.
I'm sorry for double posting but I need to clarify this statement (Damn I hate the new editing system).

There is a bug in this system, since if the caster already has Haste, he won't cast the spell even if scripted (since the AI thinks that the hacked spell is just a personal buff to give haste). So that means that you can't cast this spell twice in row, since the first casting gives you haste. There are workarounds over this:

1) Make the haste effect mr easily negates. Since most high level casters have ridicilous mr, they will basically never actually get it, but there would still be a problem of some friendly casted "Haste" on the caster (unlikely, but within the realm of possibility)

2) Make it mr negates easily and make it give Twist Fate + haste. Now even if the buff affects the caster, the bone grinding will likely wipe out the "Twist Fate" effect and the only way the AI won't cast it is if the caster has Haste and Twist Fate both active. I really can't see that happening by accident.

I have the solution 1 working on a single spell in my Alugra mod on a spell that heals all fatigue but blinks the caster (I really didn't AI casting such a risky spell unscripted). QM, if you're intrested I could start testing the solution 2 on bone grinding.
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  #78  
Old March 9th, 2009, 06:41 PM
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Default Re: Conceptual Balance Mod 1.41

Why was Bone Grinding dropped from 100 fatigue to 99 anyway? It wasn't like no-one was casting it in Vanilla, at least in the games I played.
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  #79  
Old March 10th, 2009, 08:16 PM
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Default Re: Conceptual Balance Mod 1.41

is the version in the first post the latest of this?
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  #80  
Old March 11th, 2009, 09:38 AM
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Default Re: Conceptual Balance Mod 1.41

Quote:
Originally Posted by vfb View Post
Quote:
Originally Posted by quantum_mechani View Post
You have a point that the servant of the oracles doesn't have a lot of use as is... a d/e random might even things out.

As for bone grinding, I must admit I hadn't anticipated that being a problem. One doesn't usually have that high of death mages lying about without a script, and I would have thought the very high fatigue would discourage AI use in any case. If it's a common problem though, I could certainly change it back.
I'm fighting Executor's leftover AI Sauromatian army in turn 80 of World in Crisis, and an AI D7 witch king killed himself and his vampire army with a couple Bone Grindings (he wasn't carrying gems). He probably would have been much better off spamming Disintegrate. The AI really likes Bone Grinding if it can manage to cast it, even when it's up against an army of high-HP thugs and SCs where no-one has MR less than 18.
I can confirm this is true. I played in a game with Ermor, and I had something like 4 thousand troops on the screen, and the r'yleh player had it setup to cast the undead enslave spell. The caster who had been buffed by the communion just cast bone grinding multiple times instead :P

Jazzepi
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