Thread: Mod CBM 1.7 released
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Old November 10th, 2010, 05:05 AM

Festin Festin is offline
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Default Re: CBM 1.7 released

Quote:
Originally Posted by Fantomen View Post
I understand the thinking behind those changes, but this is not the type of update to CBM I had hoped for to be honest.

The last CBM changed the game radically by removing gemgens, this was a good thing. And the big changes here might be too. But there is a problem with big changes, they need a long time getting used to and ruins lots of strategies.

I would prefer to put those big radical changes on hold for a while, and instead see a update to CBM with all the small fixes and non-controversial changes that has been discussed in the thread.

My suggesstion would be to release a less controversial CBM 1.6.2 while this one is tested.
I fully agree with this. Removing gemgens was a radical change, and it worked, but it does not mean that CBM needs as many radical changes as possible. EDM, hammers, SDRs - aren't there too many controversial and drastic changes for one release? Any single one of them would be radical enough.

On the other side of things, including Armor Revamp is great (well, I hope so, didn't test it yet), new E booster, Bane Blade change and Trelord boost are great too, Agartha and Machaka boosts are always good, same with Iron Angels for Ulm (the Forge thing... uh, I dunno).

But, to sum it up, this version has too few nation balance changes allowing us to use previously obscure units, spells, etc, too few obviously needed and non-controversial changes (like removing upkeep on Ghost General), and too many massive and mostly unnecessary changes. This is all only my opinion, of course.
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