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July 14th, 2008, 06:27 PM
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Lieutenant General
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Conceptual Balance 1.3, updated documentation
*Magic scale reset to base game.
*Domes made cheaper and easier to cast.
*More national summons covered.
*Fire, cold, shadow and arcane bolt improved.
*Many titans made cheaper or added abilities.
*Income from productivity scale improved.
*Fire shield added to solar disc.
*Dragon breath improved.
*Documentation finally updated.
Last edited by lch; August 25th, 2008 at 06:53 PM..
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BesucherXia, Epaminondas, fungalreason, Gregstrom, Horst F. JENS, KissBlade, meister_miagi, Omnirizon, tgbob, Tifone, vfb |
July 14th, 2008, 06:27 PM
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Lieutenant General
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Re: Conceptual Balance Mod 1.3, updated documentat
Segmented version.
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July 15th, 2008, 02:39 AM
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National Security Advisor
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Re: Conceptual Balance Mod 1.3, updated documentat
Great! Thanks for the new version.
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July 15th, 2008, 03:05 AM
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National Security Advisor
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Re: Conceptual Balance Mod 1.3, updated documentat
Thanks for the new version. Time for me to finally check this thing out, I think.
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July 15th, 2008, 03:17 AM
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National Security Advisor
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Re: Conceptual Balance Mod 1.3, updated documentat
Quote:
Edi said:
Thanks for the new version. Time for me to finally check this thing out, I think.
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I know the feeling. It's weird and nothing's quite like you remember it. There are some cool changes, though. Check out Lord of War, I really liked the CB version.
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July 15th, 2008, 07:18 AM
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Sergeant
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Re: Conceptual Balance Mod 1.3, updated documentat
hm i dislike it that you changed the magic scales to vanilla but ill check it out, thx for the work
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August 24th, 2008, 11:14 AM
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Lieutenant General
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Re: Conceptual Balance Mod 1.3, updated documentation
I think the cleansing bell is a bit cheap now.. against demon or undead it's VERY powerfull and for 5 gems it's a bit overpowered. While not equipment for a die hard SC it can be very usefull for troops with a bit of staying power. (I'm using them against Lanka in MP and on blessed Niefel Jarls you get quite some punch out of them, basicly much more kill since their usual main strat is just wait till frost kicks in.. now whileI'm waiting demons fall left and right)
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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August 24th, 2008, 10:27 PM
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General
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Re: Conceptual Balance Mod 1.3, updated documentation
I'd like to make a general statement disagreeing with lowering the cost of a spell *just* because it's unpopular. If it's unpopular because it's not very good, then I think steps should be taken to find ways to make it more effective, rather than just cheaper, because what's the point of a cheap spell that still isn't worth casting? I don't know how easy this would be, but if a spell can be modded by cost, it seems reasonable that there are ways to mod it more potent.
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You've sailed off the edge of the map--here there be badgers!
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August 25th, 2008, 01:47 AM
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Lieutenant General
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Re: Conceptual Balance Mod 1.3, updated documentation
Well gem cost reduction means the most in summons - and maybe got cost reduced and/or # summoned increased. So in those cases it's more just about making the spells gem effective, since all summons are potentially useful, just in vanilla many are neither gem nor time efficient.
I do think that tweaking the costs of unique artifacts is a bit silly though, except maybe to raise the cost of some to reflect their perceived value.
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September 5th, 2008, 06:40 AM
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First Lieutenant
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Re: Conceptual Balance 1.3, updated documentation
Still, how about fixing Bogarus cavalry? Its their only damage dealing troop after all. Malaya Druzhina still have no lances, Grid Druzhina has lances instead of bows (wich makes sense), but no shields (which makes no sense since they lost bows).
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