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  #1  
Old September 18th, 2009, 05:05 AM

calmon calmon is offline
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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by quantum_mechani View Post
*Clams, Blood stones and Fever Fetishes Unique items.
Nice changes!

Please consider to change the global gem generation spells too. They were strong before but now even stronger to cast them early on (usual nobody dispels until lategame).

This would balance the globals somehow because we already have a very strong focus on gem generation globals and only few others like gift of health.
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Old September 18th, 2009, 05:52 AM

Kuritza Kuritza is offline
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Default Re: Conceptual Balance Mod 1.6

Half measures. Just get rid of gems! Well mabye leave these from your capitol, for minor forging, but no magic sites.
Then national troops wont get obsolete till the very late game
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  #3  
Old September 18th, 2009, 06:45 AM
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vfb vfb is offline
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Default Re: Conceptual Balance Mod 1.6

Are you talking about Forge of Godhood? I'm finding it very enjoyable!
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http://z7.invisionfree.com/Dom3mods/index.php?
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  #4  
Old September 18th, 2009, 07:37 AM

hunt11 hunt11 is offline
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Default Re: Conceptual Balance Mod 1.6

And we all know that astral corruption and utterdark are so weak.
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  #5  
Old September 18th, 2009, 12:43 PM

Sombre Sombre is offline
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Default Re: Conceptual Balance Mod 1.6

I would love to one day see spider riders either not yield permanent spider units upon death, or regrow their riders if you don't kill the entire unit (because it feels very silly to buy the riders and get them killed in order to get the spiders, upkeep free). Of course this would require cost balancing as the units would then be very different. I'd just prefer if they mechanically fit in with other mounts like wolves, horses, serpents etc.
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  #6  
Old September 18th, 2009, 12:57 PM
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archaeolept archaeolept is offline
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Default Re: Conceptual Balance Mod 1.6

machaka pd is the worst in the game. their unarmored warriors rush you, and are then decimated by the slingers, which often causes their whole army to then break

also, make pebbleskin const6 already :judge:

it uses the right paths, and any extra benefits it provides are easily balanced out by the lack of transferability due to being cursed
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Old September 18th, 2009, 03:48 PM

Valerius Valerius is offline
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Default Re: Conceptual Balance Mod 1.6

I like the changes to gem gens but I think Fantomen brings up a good point that reducing the supply of gems in the late game while not making any changes to blood gives blood magic a boost. Probably worth keeping an eye on to see how that plays out.

On a completely biased note: thanks for making Cu Sidhe more affordable. They are a cool unit but hard to justify summoning. They're still hard to justify but not as much so.
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  #8  
Old September 18th, 2009, 04:52 PM
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Default Re: Conceptual Balance Mod 1.6

Great update to CBM. I like all of it. I think MA machaka is the most heavily nerfed by this, improvements to the Hunter spider isn´t really helping unless good enough to warrant a bless strategy. Perhaps make the spider warriors more useful and recruit everywhere? The suggestion of innate dragon master for black sorcerors seem unthematic to me.

I beleive the Naiad warriors may have gotten too cheap even, we´ll see. But 15 such formidable units for 10 gems seem very good. Good boost for Oceania though...

I agree to make pebble skin suit construction 6, keep it Earth/blood and it should be quite expensive.

I wouldn´t worry *at all* about earth nations getting weaker actually. Look at it this way: What is the other way to multiply your gems apart from gemgens? Thats right, hammers. And without the blood stones hammers are going to be even more valuable and harder to forge. Strong earth evocations and buffs will be rarer, which is a great and well needed boost to EA Agartha, Kailasa and Bandar log.

Btw a stronger chance of high earth (means 3) for Machaka might be the right boost for balance.
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  #9  
Old September 18th, 2009, 05:06 PM

Trumanator Trumanator is offline
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Default Re: Conceptual Balance Mod 1.6

I still think that CBM should reduce the paths required to cast a number of the high level E spells. I mean, how many nations get 4E out of the box? With only boots, E attack is going to be ludicrously tough to cast. So will petrify, army of lead, riches of beneath, melancholia, even father illearth and the kings. Petrify and the armies you might communion, and some of the others could be boosted w/staves or rings, but it still seems ridiculous to have your only options be ridiculously expensive and requiring paths that a lot of E nations don't have.
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  #10  
Old September 18th, 2009, 05:20 PM
Squirrelloid Squirrelloid is offline
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Default Re: Conceptual Balance Mod 1.6

I'd much rather favor Tome of Gaia as the replacement booster. Its only really going to matter if for some bizarre reason you need to squeak an extra misc booster for N out of a fountain, since there are already 3 misc slot N boosters available (moonvine, rings). And it doesn't have the crazy downside of turning into a troll.


Also second the call for lower path reqs on high earth spells. Petrify might as well not exist at E5, and the army of spells are pretty inaccessible barring a few rather specific nations (most of whom probably won't survive long enough to ever cast it).
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