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July 23rd, 2009, 03:42 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Conceptual Balance Mod 1.5
1. Are you sure that's true? Just because those ids are referred to by hero commands doesn't mean they're unique. I wouldn't think they'd interfere with each other. But if you've tested, fair enough.
2. What does that have to do with cbm?
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July 23rd, 2009, 04:10 AM
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Major General
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Location: Scotland
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Re: Conceptual Balance Mod 1.5
wrt part 2, that seems totally unnecessary. CBM uses 53 mosterIDs, 16 weaponIDs and 25 armorIDs. That's less than some nation mods (well, not the armour slots, but you'd need to be running an amazing number of mods to use the other 175), and there's demonstrably no absolute shortage of headroom currently - see my sig for said demonstration.
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July 23rd, 2009, 06:49 AM
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Corporal
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Location: Modena, Italy
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Re: Conceptual Balance Mod 1.5
Hi, I had a thought a moment ago while playing an SP game: what about giving the standard independent commanders map move 1?
It might actually make national troop leaders worthy of recruiting under some circumstances, because as of now they are quite worthless.
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July 23rd, 2009, 08:53 AM
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Re: Conceptual Balance Mod 1.5
That was the case in cbm in a previous version. Don't think it's the case now,.. it's hard for me to tell since I always play NI.
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July 24th, 2009, 12:32 AM
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Lieutenant General
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Location: Alaska
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Re: Conceptual Balance Mod 1.5
Quote:
Originally Posted by Amonchakad
Hi, I had a thought a moment ago while playing an SP game: what about giving the standard independent commanders map move 1?
It might actually make national troop leaders worthy of recruiting under some circumstances, because as of now they are quite worthless.
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Yes, this was the case (as well as increased prices for indy commanders), but it was removed due to public backlash. Even the last vestige - normal indy commanders 40 instead of 30 - has had some complaints.
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July 24th, 2009, 02:59 AM
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BANNED USER
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Re: Conceptual Balance Mod 1.5
QM:
Is why I am developing a batchfile to compile a mod.
In it, the player will ask questions: For example:
Lower Effectiveness Indy Commanders (Indy commanders set to mapmove 1, Cmd=30) ? If the player says yes, you add that bit of code into the mod.
This would allow really customizable games....
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July 24th, 2009, 04:07 AM
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Major General
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Re: Conceptual Balance Mod 1.5
Quote:
Originally Posted by chrispedersen
QM:
For example:
Lower Effectiveness Indy Commanders (Indy commanders set to mapmove 1, Cmd=30) ?
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I like the concept, although I wish you luck trying to give indy commanders 30 leadership.
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July 27th, 2009, 05:02 PM
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Re: Conceptual Balance Mod 1.5
Thought- Maybe make moon blades either one handed or AP? ATM they just don't seem powerful enough, as the vast majority of SCs depend on having high prot, and while the bonus against magical beings is substantial, I still think I would prefer to dual wield elf-banes, axes of hate, dusk daggers, use GCs, etc. If its meant as more of an anti-troop weapon then making it one handed would make me much more likely to use it since I could pair it with a shield.
Sort of OT- How exactly does the slay magic effect of the elf-bane work? I assume its some sort of MR roll? Similar question about the Smasher, how does its effect work?
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August 4th, 2009, 09:48 PM
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First Lieutenant
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Location: Seattle
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Re: Conceptual Balance Mod 1.5
Quote:
Originally Posted by Trumanator
Thought- Maybe make moon blades either one handed or AP? ATM they just don't seem powerful enough, as the vast majority of SCs depend on having high prot, and while the bonus against magical beings is substantial, I still think I would prefer to dual wield elf-banes, axes of hate, dusk daggers, use GCs, etc. If its meant as more of an anti-troop weapon then making it one handed would make me much more likely to use it since I could pair it with a shield.
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Don't forget that the x2 is after weapon damage+str (at least it was in Dom2). When a unit gets hit by a x2 or x3 damage weapon by any type of thugish unit it is generally toast.
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August 5th, 2009, 05:15 PM
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Re: Conceptual Balance Mod 1.5
Quote:
Originally Posted by Huzurdaddi
Quote:
Originally Posted by Trumanator
Thought- Maybe make moon blades either one handed or AP? ATM they just don't seem powerful enough, as the vast majority of SCs depend on having high prot, and while the bonus against magical beings is substantial, I still think I would prefer to dual wield elf-banes, axes of hate, dusk daggers, use GCs, etc. If its meant as more of an anti-troop weapon then making it one handed would make me much more likely to use it since I could pair it with a shield.
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Don't forget that the x2 is after weapon damage+str (at least it was in Dom2). When a unit gets hit by a x2 or x3 damage weapon by any type of thugish unit it is generally toast.
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I realize that, but personally, I would be much more likely to build a Gate Cleaver, or any of the other above named items. Moon blades are just too specialized, and the 2h status means they have to compete w/GCs and Flambeaus, 2 far superior weapons.
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