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December 1st, 2006, 04:16 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Conceptual Balance Mod 0.92
v0.9
*Order scale income lessened, luck scale luck effect increased.
*Growth from growth scale increased.
*Pretenders ideal for blessing increased in cost. This was a hard change to commit to, since it makes such pretenders even less suited for roles other than blessing. However, that seems a necessary side effect to making blesses more expensive.
*Bows (shortbows, composite bows, longbows and crossbows) all slightly reduced range, and some increased in resource cost. This is not really enough to counteract their prevalence, but every bit counts.
*All cavalry given hoof attack, cavalry that already had it given warhorse hoof attack. This is bound to be a controversial change, due to it admittedly somewhat stretching realism. However, I see it as the lesser of several evils (such as useless light cavalry, or ridiculously cheap light cavalry) which strike me as even less realistic. More ideas on the issue are welcome, keeping in mind the limits of modding.
*Barding cost drastically reduced on all cavalry. Barding cost is another sticky balance vs realism issue, due to the fact it amounts to, in game terms, paying something for nothing. There doesn't seem a good way to mod in the benefit of barding, so instead I simply reduced the cost's impact.
*Some new factors in unit gold cost. Units wielding spears get a training cost discount. Units wielding a single one handed weapon and no shield get a training cost discount. Units with only leather armour given a discount (the idea being cheaper upkeep, but the way the game is set up that also means lower recruit cost). These are not necessarily universally applied, but then the old unit pricing wasn't exactly 100% consistent either.
*Independent commanders made poor leaders to encourage using national leaders. Independent scouts increased in price for the same reason.
*Some prominent sacred troops increased in price.
*Some primitive archers given a new crude shortbow weapon.
*Some site search spells and booster items more difficult to forge/cast, in order to improve magic diversity between nations. As it stands base game, it is not too hard by the time you have level 9 research in a school, to have dom2-like access to almost all paths.
*Many mediocre summon spells made cheaper.
*Falling frost/fires and similar spells got their range back in exchange for fatigue, and research cost.
*Other evocation spells moved in research and/or changed to allow more niches.
*Many rarely used globals made cheaper.
*No gem battlefield summons made more difficult to cast.
*Several blood battlefield spells improved.
*Treelords given increased magic.
*Many weak items made cheaper/easier to forge.
v0.91
*Marignon friar recruitment fixed
*Bladewind no longer costs a gem.
*Remote seach spells and earthpower/phoenix power have increased research/fatigue instead of path requirements.
*Cave of the pale ones allows recruitment of pale ones.
*Quickness (aoe) and numbness lower research.
v. 0.92
*Fixes vine arrow bug.
*Fixes recruitment bugs for Vanhiem and Bandar Log.
*Fixes dragon point cost bug.
*Fixes crude short bow animation bug.
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December 1st, 2006, 06:24 AM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
Posts: 790
Thanks: 7
Thanked 7 Times in 6 Posts
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Re: Conceptual Balance Mod 0.92
A dragon still shows 75 points but only substract 50 points when choosing him.
EDIT: Ok, the blue dragon doesn't work. The red and green dragon works correct!
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December 1st, 2006, 04:08 PM
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Second Lieutenant
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Join Date: Sep 2004
Posts: 483
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Re: Conceptual Balance Mod 0.92
bandar log is still broken.
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December 1st, 2006, 04:32 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Conceptual Balance Mod 0.92
Seems some bug fixes weren't working as advertised, download replaced with a slightly updated version.
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December 2nd, 2006, 04:19 PM
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Private
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Join Date: Dec 2006
Posts: 19
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Re: Conceptual Balance Mod 0.92
::delurking::
Did anyone notice that the war hoof attack gets replaced by "Skills of the Gladiator" ingame?
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December 2nd, 2006, 04:30 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Conceptual Balance Mod 0.92
Quote:
trentzero said:
::delurking::
Did anyone notice that the war hoof attack gets replaced by "Skills of the Gladiator" ingame?
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This is actually a conflict with the worthy heroes mod. However, last I knew the reverse occured- with warhorse hoof replacing skills of the gladiator.
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December 20th, 2006, 05:07 PM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Chicagoland
Posts: 1,266
Thanks: 18
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Re: Conceptual Balance Mod 0.92
Quote:
quantum_mechani said:
*All cavalry given hoof attack, cavalry that already had it given warhorse hoof attack. This is bound to be a controversial change, due to it admittedly somewhat stretching realism. However, I see it as the lesser of several evils (such as useless light cavalry, or ridiculously cheap light cavalry) which strike me as even less realistic. More ideas on the issue are welcome, keeping in mind the limits of modding.
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The hoof attack for the light cav bugs me thematically. What about giving them a supply (and/or Need Not Eat) and patrol bonus to represent foraging and mobility capabilities instead? Not enough? How about Wasteland Survival? The other terrain survivals don't make sense to me, unless, for Mountain or Forest, on the theory that they can use passes or trails to quickly traverse these terrain types.
__________________
In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...
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December 21st, 2006, 01:38 PM
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Second Lieutenant
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Join Date: Sep 2005
Location: North Carolina, USA
Posts: 403
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Re: Conceptual Balance Mod 0.92
Well, as for the scales balance, I'll just have to be trusting. If X amount of players are playing with CB and they swear it makes the game better for overall strategic versatility, I'll just have to trust it. From now on, if I have anything to say, I'll be more specific. I suppose I should also actually try playing with the mod.
=$=
__________________
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December 21st, 2006, 01:46 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Conceptual Balance Mod 0.92
Quote:
Reverend Zombie said:
The hoof attack for the light cav bugs me thematically. What about giving them a supply (and/or Need Not Eat) and patrol bonus to represent foraging and mobility capabilities instead? Not enough? How about Wasteland Survival? The other terrain survivals don't make sense to me, unless, for Mountain or Forest, on the theory that they can use passes or trails to quickly traverse these terrain types.
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Unfortunately, there isn't a patrol bonus modding command. In theory the ability could be copied from another monster, but the only units I can think of have either other odd abilities, or an extremely high bonus. I don't think supply bonus/survivals by themselves are really enough, and they fit more with barbarian LC than LC in general.
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