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  #81  
Old January 21st, 2009, 01:08 AM

chrispedersen chrispedersen is offline
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Default Re: Conceptual Balance Mod 1.4

A few questions:

A. Can the Skratti second form bug, (no upkeep) be fixed by adding a cost to the second form? (Are you sure).

B. Water gems are undervalued in the game, usually. Can we look at adjusting the cost of water spells, or the area of effects? Even changes to cbm have largely failed to redress that, I think.

For example, by increasing the area of effect of quickness; possibly change the elixer of life to be FW

C: Blindness: I still don't cast it. MR resists makes it less interesting than flare, bolt, etc.

I like Internal alchemy etc where it is.

Cavern wight *still* is too sucky. Dark Servent for me thanks.

Don't mess with kappas please - they are a cheap and effective entry to water.

Hell Power is *AWESOME* and a lot of fun right where you've put it. I do think people will start playing with this spell.

HiSand... Not compelling reason to cast it. Better off with living statutes or other uses for your gems.

Last edited by chrispedersen; January 21st, 2009 at 01:26 AM..
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  #82  
Old January 21st, 2009, 09:09 AM
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Quitti Quitti is offline
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Default Re: Conceptual Balance Mod 1.4

-Blindlord
#selectmonster 1444
#gcost 60
#magicskill 1 8
#def 12
#end

Intended to have a8 as a recruitable commander? 10 research on sacred 60gold unit is quite... a lot. Not speaking of having access to air8 on a nation with no other access to air.

This is in cbm 1.41, don't know about 1.4.
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  #83  
Old January 21st, 2009, 09:14 AM

Zeldor Zeldor is offline
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Default Re: Conceptual Balance Mod 1.4

That's a bug. I think it was meant to be the other way around, 1 lvl of magic 8 [holy]. And he got old age too.
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  #84  
Old January 21st, 2009, 12:12 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.4

Ah, dyslexia strikes again, it should have (obviously) been #magicskill 8 1. That's a pretty major bug, I suppose a 1.42 is in order.
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  #85  
Old January 22nd, 2009, 05:50 PM

Turin Turin is offline
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Default Re: Conceptual Balance Mod 1.4

Quote:
Originally Posted by Wrana View Post
Quote:
Originally Posted by Turin View Post
Since this is effectively worthy heroes feedback, I'll reply:
Thanks. Continuing only on those where I still disagree:

Quote:
Originally Posted by Turin View Post
Member of the third tier: black priests have 12, so I don't think 13 hp is too much for a hero unit.
But he's an Illuminati mage, not a priest!


But he is free! Banner, etc., I think would be enough. And making him able to outlive Egypt, Greece and Byzntine Empire looks, er... hilarious. Immortality is possible, but I don't think it needed - and real immortality is almost unheard of in Greece mythology.


Because he's Taoist Immortal with a title surely calling to mind some Chinese movies. You know what I'm talking about...


And like stealthy thug to me. In any case, Machaka already has assassins aplenty. And term "assassinate" looks out of place in speech patterns of his description (somewhat stylized for tribal/Wild West story), so should be removed anyway.

Quote:
Originally Posted by Turin View Post
Ebuart: Castle def could be dropped, but it's a small buff and he is a guardian so it's somewhat fitting.
Maybe Guardian of the Tree should be better with a Patrol Bonus?

Quote:
Originally Posted by Turin View Post
Dwarf Elder: Again a (probably necessary) nerf from qm. They had forgebonus 20 in my version, which is probably too powerful, but forgebonus 10 would be nice.
Yes, I also think 20 is too big, but 10 OK (don't remember which bonuses varied ranks of Ulm Smiths have, but surely more) - and it looks more thematic for dwarves then research bonus...
The dreaded multiquote. I'll try to reply:

Basically most of your suggestions might be somewhat more thematical, but would result in less interesting gameplay. For example patrol is pretty useless on a high level mage like the Guardian.
For the Machaka hero: His low stealth rating already makes him more of a brute force assassin and as a simple stealth thug he would be rather worthless. Would you use him instead of a simple banelord?
Regarding teh term assassinate: You are right, it does not fit. Do assassins have their own symbol now? In dom2 there was no way to tell if a unit was capable of assassinations apart from the description text.


Anthromachus: Heroes are not free, you need to take the luck scale and more importantly you would have got a useful hero if the useless one wasn't in the game. Without immortality he would be about the same as 3 indy commanders.

Regarding Lanka's multiheroes(which I missed in my earlier post): Lanka got by far the best multiheroes, so they are more of an exception. More importantly they are still far less powerful than the most powerful EA heroes like the Niefel Hero or the Hinnom guys.
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  #86  
Old January 23rd, 2009, 04:50 AM

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Default Re: Conceptual Balance Mod 1.4

Turin: Yep, an assassin symbol was added in a recent patch.
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  #87  
Old January 23rd, 2009, 11:10 AM

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Default Re: Conceptual Balance Mod 1.4

Welcome to 2009 where everything has symbols
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  #88  
Old January 23rd, 2009, 01:58 PM

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Default Re: Conceptual Balance Mod 1.4

It's certainly a symbolic era.
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  #89  
Old January 23rd, 2009, 04:58 PM

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Default Re: Conceptual Balance Mod 1.4

It was barely even 11 in the morning today and I'd already scarfed down like 4 of them.
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  #90  
Old January 23rd, 2009, 07:45 PM

Aezeal Aezeal is offline
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Default Re: Conceptual Balance Mod 1.4

was that before or after the alcohol and weed you promote so much
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