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January 12th, 2007, 08:34 PM
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Lieutenant General
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Conceptual Balance Mod (and readme file) 1.00
After a lot of tinkering and testing, CB finally seems to be approaching the level of polish of it's Dom2 version. Many of the changes from 0.92 and other early beta versions have been reworked, though the only major change people who have been following the recent beta versions will notice is the addition of the readme.
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January 12th, 2007, 08:37 PM
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Lieutenant General
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Re: Conceptual Balance Mod (and readme file) 1.00
Here is the mod split into sections (scales, items, etc.).
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January 13th, 2007, 11:20 AM
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Second Lieutenant
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Re: Conceptual Balance Mod (and readme file) 1.00
Thanks for sharing this mod Quantum mechani. It has obviously taken a lot of time to create, considering the immense scope and the subtle alterations to balance. I especially like the changes you've made to the spells.
I'm a bit curious about your motivation though. Some of the alterations are so subtle that I wonder why you made them at all? I assume that you've drawn a lot of inspiration from earlier rebalancing mods, since I sort of recognise bits and pieces from dom2 discussions. But what was your own reason for making this mod?
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January 13th, 2007, 03:30 PM
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Lieutenant General
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Re: Conceptual Balance Mod (and readme file) 1.00
Quote:
Wauthan said:
I'm a bit curious about your motivation though. Some of the alterations are so subtle that I wonder why you made them at all? I assume that you've drawn a lot of inspiration from earlier rebalancing mods, since I sort of recognise bits and pieces from dom2 discussions. But what was your own reason for making this mod?
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The goal of the mod is very simple, to try and create as wide a variety of viable strategic choices as possible. Some of the changes are indeed so minor it is not clear they will have a very large effect by themselves, but since I believe they are all in the direction of balance my hope is they will have a cumulative impact.
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January 14th, 2007, 08:03 AM
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Private
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Re: Conceptual Balance Mod (and readme file) 1.00
Some GE so imbalanced,like Gift of Nature's Bounty,it gives a total income bonus 150%--200%,makes 100 gold become
250-300,a fire gem just worth 15 gold,think about it.I think that kind of GE should have a maximum value of 50%.
Also some spells so nasty,like master enslave,with this spell,AI can never have a chance to win,you can give you
god >15 lvl astral magic to cast it,it just can control
almost all you enemy's army...
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January 14th, 2007, 04:09 PM
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Lieutenant General
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Join Date: Dec 2003
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Re: Conceptual Balance Mod (and readme file) 1.00
There are so many options that leave the AI with almost no chance to win, I'd have to remove a good percentage of all spells, items, and sacred units just to make a dent. The speels you mention actually rate rather low, they are almost never key MP spells. I can tell you though, the AI does perform a bit better in CB than base game, since things like shades and light cavalry aren't just throwing gold/gems down the drain.
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January 14th, 2007, 06:48 PM
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Second Lieutenant
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Re: Conceptual Balance Mod (and readme file) 1.00
I disliked quantum�s earlier dom3 cbc versions, but looking over this one it seems like it is a true successor to the dom2 cbc mod.
The focus is back on improving things that are worthless/not costeffective in the base game and quantum�s understanding of the game mechanics is so good, so that nothing seems particularly imbalanced.
Of course I haven�t been able to test all the aspects of the mod, since it is an absolutely massive mod, but this version is really worth a download and will enrich the dom3 experience.
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January 15th, 2007, 05:24 AM
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Private
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Re: Conceptual Balance Mod (and readme file) 1.00
I just can play single player game,and 3.04 version isn't
that stable,it crushs a lot,i don't think it's a good idea
to play mp games.Think for a strategic game,u can base all
u stratage on a single spells VS ai,that means it's not a
successful game,and that spells just trashed the game,and
dom3 have more than one that kind of spells...
I think cb mod can do a lot about that,not just for MP,but
for Single as well.Now the fact is,even the impossible AI
sucks,u can beat them without any problems,there is nothing
interesting left when u palying at middle time,not even a
little challenge,i say i will give up that kind of game...
So dom3 is a good game,but it's not good enough to become
a classic game,there really have many things can improved..
i think that kind of post should post at other place,but i
post here,just hope that CB mod can do a better job...
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January 15th, 2007, 01:28 PM
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First Lieutenant
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Re: Conceptual Balance Mod (and readme file) 1.00
Quote:
bgqsl said:
I just can play single player game,and 3.04 version isn't
that stable,it crushs a lot,i don't think it's a good idea
to play mp games.Think for a strategic game,u can base all
u stratage on a single spells VS ai,that means it's not a
successful game,and that spells just trashed the game,and
dom3 have more than one that kind of spells...
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As far i understand johan, 3.04 is only not stable if you use a cracked version of the game instead of buying it.
My version of 3.04 works very stable.
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January 15th, 2007, 05:17 PM
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Sergeant
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Re: Conceptual Balance Mod (and readme file) 1.00
Thanks quantum_mechani !
Gone are the days of playing dom3 unmodded :-)
I added an Cocetual Balance Mod link to the start page of the dom3 wiki:
http://strategywiki.org/wiki/Dominions_3:_The_Awakening
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