.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old July 14th, 2008, 06:27 PM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default 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.
Attached Files
File Type: zip 624209-CB1.3.zip (81.8 KB, 3407 views)

Last edited by lch; August 25th, 2008 at 06:53 PM..
Reply With Quote
The Following 11 Users Say Thank You to quantum_mechani For This Useful Post:
  #2  
Old July 14th, 2008, 06:27 PM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default Re: Conceptual Balance Mod 1.3, updated documentat

Segmented version.
Attached Files
File Type: zip 624210-CBsegmented1.3.zip (81.2 KB, 1114 views)
Reply With Quote
The Following 4 Users Say Thank You to quantum_mechani For This Useful Post:
  #3  
Old July 15th, 2008, 02:39 AM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: Conceptual Balance Mod 1.3, updated documentat

Great! Thanks for the new version.
Reply With Quote
  #4  
Old July 15th, 2008, 03:05 AM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Conceptual Balance Mod 1.3, updated documentat

Thanks for the new version. Time for me to finally check this thing out, I think.
Reply With Quote
  #5  
Old July 15th, 2008, 03:17 AM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default 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.
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.
Reply With Quote
  #6  
Old July 15th, 2008, 07:18 AM
coobe's Avatar

coobe coobe is offline
Sergeant
 
Join Date: Sep 2006
Location: Kaiserslautern, Germany
Posts: 324
Thanks: 8
Thanked 11 Times in 3 Posts
coobe is on a distinguished road
Default 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
Reply With Quote
  #7  
Old August 24th, 2008, 11:14 AM

Aezeal Aezeal is offline
Lieutenant General
 
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
Aezeal is on a distinguished road
Default 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)
__________________
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.
Reply With Quote
  #8  
Old August 24th, 2008, 10:27 PM
HoneyBadger's Avatar

HoneyBadger HoneyBadger is offline
General
 
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
HoneyBadger is on a distinguished road
Default 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.
__________________
You've sailed off the edge of the map--here there be badgers!
Reply With Quote
  #9  
Old August 25th, 2008, 01:47 AM
JimMorrison's Avatar

JimMorrison JimMorrison is offline
Lieutenant General
 
Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
JimMorrison is on a distinguished road
Default 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.
Reply With Quote
  #10  
Old September 5th, 2008, 06:40 AM

Kuritza Kuritza is offline
First Lieutenant
 
Join Date: Mar 2007
Posts: 651
Thanks: 4
Thanked 8 Times in 7 Posts
Kuritza is on a distinguished road
Default 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).
Reply With Quote
Reply

Bookmarks

Tags
mod

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:28 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.