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September 5th, 2012, 08:35 PM
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Sergeant
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Join Date: May 2010
Posts: 317
Thanks: 16
Thanked 18 Times in 11 Posts
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Re: Conceptual Balance mod 1.93 released!
right click, then hit extract here
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September 5th, 2012, 09:17 PM
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First Lieutenant
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Join Date: Jan 2012
Location: southern maine
Posts: 734
Thanks: 61
Thanked 12 Times in 8 Posts
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Re: Conceptual Balance mod 1.93 released!
lol. well, that was comically easy. but now i don't see cbm 193 in the preferences section. any ideas?
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September 6th, 2012, 05:08 AM
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Corporal
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Join Date: Nov 2009
Posts: 63
Thanks: 2
Thanked 7 Times in 5 Posts
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Re: Conceptual Balance mod 1.93 released!
Is CB1.93.dm in your mods folder? If it's in a sub-folder that would be the issue.
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September 7th, 2012, 03:14 AM
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Sergeant
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Join Date: Jan 2009
Posts: 223
Thanks: 7
Thanked 19 Times in 12 Posts
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Re: Conceptual Balance mod 1.93 released!
I've been encouraged to continue my campaign against Send Hunter Spider. Please consider either making it harder to cast (N4 or N5) or more expensive (4 or 5 gems) or both! Right now it is far too easy to cast and far too cheap, which equates to a low startup cost (boosters) and spammability. I've been on both the sending and receiving end and neither time was it pretty.
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September 7th, 2012, 03:32 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Conceptual Balance mod 1.93 released!
TheDemon: Okay, you've persuaded me. Thanks.
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September 7th, 2012, 04:51 AM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Conceptual Balance mod 1.93 released!
I like LA Man's constructs - it's a neat theme. I think reducing their immunities to 50% is a good idea - they can still easily be buffed to 100% but it will take some effort.
Following up on Redeyes' comment regarding the colossus I think it might make sense to tone down the stats a bit along the same lines as was done with the grendelkin - it will still be a tank just not as skillful a one. In particular, I would lower the attack to 12 (matching the grendelkin and other SCs like the tart lightning cyclops and titan). Given the research level I think almost all of these will be GoRed so once equipped they will have a good attack score - this helps avoid a situation where they're incredibly hard hitting and also extremely difficult to escape being hit. Again keeping in mind the reasonable cost, reducing the siege bonus and maybe dropping MR a bit also seems reasonable. But the main thing IMO is the attack rating. Generally speaking, I think summons should have either toughness/strength or skill and if they have both, like the ember lord, then they should be priced correspondingly high to reflect that.
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September 7th, 2012, 04:43 PM
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Corporal
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Join Date: Sep 2011
Posts: 56
Thanks: 0
Thanked 2 Times in 2 Posts
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Re: Conceptual Balance mod 1.93 released!
Some beta code sneaked into release for LA Man.
#selectspell "Summon Bean Sidhe"
#researchlevel 0
#fatiguecost 0
#end
Also I am not sure that this code
#newmonster 3447
#copystats 1769
#copyspr 1769
#descr "Different descr."
#end
#newspell
#copyspell "Summon Shades"
#descr "Different descr."
#researchlevel 1
#pathlevel 0 1
#damage 1769 -- Black Dogs
#restricted 51 -- LA Man
#end
Is needed. The "Tune of fear" comment -broken with enabled spell looks not good too.
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September 9th, 2012, 03:15 AM
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Second Lieutenant
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Join Date: Aug 2005
Posts: 437
Thanks: 4
Thanked 4 Times in 4 Posts
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Re: Conceptual Balance mod 1.93 released!
No quickfix yet, I take it?
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September 9th, 2012, 12:27 PM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
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Re: Conceptual Balance mod 1.93 released!
Well, you could make one. It isn't that hard.
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September 10th, 2012, 09:54 AM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
Posts: 604
Thanks: 0
Thanked 6 Times in 6 Posts
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Re: Conceptual Balance mod 1.93 released!
My own quickfix based on the bugs found here:
http://z7.invisionfree.com/Dom3mods/...?showtopic=991
The only ones i did not fixed was the lack of description on the Summon Shades spell and the added pretender points on the Arch Seraph (no idea how to fix this last).
This is only my personal quickfix to play CBM.... i recommend you to wait for the "official" quickfix from llamabeast...
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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