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May 13th, 2009, 07:44 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
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Conceptual Balance Mod 1.5
Some of the changes from 1.41:
*Strands of Arcane Power, Fata Morgana, and Enchanted Forest all made lower research and cheaper/easier to cast.
*Treelords now generate 1 nature gem per turn, and are somewhat better in combat.
*Bug fixed where one of the unarmored Lanka sacreds was too expensive.
*Several national rainbow pretenders made more attractive, especially the Lawgiver and Divine Emperor.
*Some types of LA Pythium legionnaires made cheaper, as well as renata.
*Eater of the dead further improved, and made easier to cast.
*Dark vines made cheaper.
*Bone grinding once again needs a gem to cast.
*Leprosy and Black Death more expensive (though cheaper than base game).
*Sirrush cheaper.
*Son of the Heavens, Lord of the Sky, Daughter of the Dawn and Son of the Sea all cost fewer points.
*Tartarian Gate costs 12 gems and Gift of Reason costs 15.
*Arouse Hunger now costs 4 gems and creates 16 ghouls (instead of 2 gems and 9 ghouls).
*Tarrasque and Legion of Wights cheaper.
*Poison Golem cheaper.
*Several pretender auto summons toned down to make it harder to get an unstormable capital (infinite troop spam inside sieged fort).
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May 13th, 2009, 07:45 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
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Re: Conceptual Balance Mod 1.5
Split Version.
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The Following 3 Users Say Thank You to quantum_mechani For This Useful Post:
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May 13th, 2009, 08:03 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
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Thanked 121 Times in 91 Posts
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Re: Conceptual Balance Mod 1.5
Great job Qm!
Comments:
I don't see the reason for the GOR change. Great spell often used.
Id rather see tree lords with an auto summon of a vine ogre or vine man, rather than a nature gem.
But very cool anyway!
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May 14th, 2009, 01:16 AM
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Sergeant
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Join Date: Dec 2007
Location: WA, Australia
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Re: Conceptual Balance Mod 1.5
You know, i have really grown to love this mod - indeed, i don't play anymore with out it. I just have to thank you for work you have done - it has made a truly remarkable game extraordinary.
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May 14th, 2009, 02:20 AM
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General
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Join Date: Sep 2004
Location: Irving, TX
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Re: Conceptual Balance Mod 1.5
Yes, it's the best Mod going. I also only play games with it on.
__________________
Be forewarned, anything I post is probably either 1) Sophomoric humor, 2) Satire, 3) A gross exaggeration of the power I currently possess, 4) An outright lie, or 5) Drunken ramblings.
I occasionally post something useful.
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May 14th, 2009, 02:28 AM
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Corporal
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Join Date: Mar 2004
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Re: Conceptual Balance Mod 1.5
Agreed! Thanks for all of your hard work QM!!!
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May 14th, 2009, 03:26 AM
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First Lieutenant
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Re: Conceptual Balance Mod 1.5
Great!
Cant help feeling that Tartarians could cost 15 death, since GoR is 15 nature now. In my experience, GoR is the main limitation anyway.
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May 14th, 2009, 11:12 PM
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Corporal
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Join Date: Mar 2008
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Re: Conceptual Balance Mod 1.5
Quote:
Originally Posted by Kuritza
Great!
Cant help feeling that Tartarians could cost 15 death, since GoR is 15 nature now. In my experience, GoR is the main limitation anyway.
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+1, Even without GoR, Tartarians are great thugs on their own.
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May 14th, 2009, 11:26 PM
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BANNED USER
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Join Date: May 2004
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Re: Conceptual Balance Mod 1.5
+2 Anything to increase end game options. Tartarians are one of 2-3 main avenues.
Wonders what lankan was too expensive.....
Last edited by chrispedersen; May 14th, 2009 at 11:41 PM..
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May 17th, 2009, 12:38 AM
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Sergeant
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Join Date: Jan 2009
Location: Reno, NV
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Re: Conceptual Balance Mod 1.5
Now the Lawgiver looks very strong, i'd say no-brainer for MA Mictlan. New path cost 40 (was 50), starting dom 3 (was 2) and A1S2N1 (was A1S1N1).
Assuming S9 bless and 6-7 DOM, the change is the equivalent of more than 100 design points.
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