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

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  #61  
Old September 22nd, 2009, 03:52 AM

Kuritza Kuritza is offline
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Default Re: Conceptual Balance Mod 1.6

Yea, all the way to the first Golem they encounter.
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  #62  
Old September 22nd, 2009, 04:34 AM

Kuritza Kuritza is offline
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Default Re: Conceptual Balance Mod 1.6

P.S.

Oh well. Actually, I am tempted to play one game with CBM 1.6 after all, to check Eriu with no gem gens. It may well be that Eriu will actually be stronger without them, with recruitable thugs and all.
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  #63  
Old September 22nd, 2009, 04:36 AM
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Jarkko Jarkko is offline
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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by Kuritza View Post
Yea, all the way to the first Golem they encounter.
Seems that Golems are just a waste of 30 astral gems unless supported by a proper army. Hero bladed thugs everywhere, and they just *love* to meet Golems (have your Golem yet met five flying banes with hero blades? it's not pretty if you're the golem...). It's not good to be a lone Golem these days, and without clams it is quite hard to amass Golems, so the only way is to have a real army along the few golems you can afford.
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  #64  
Old September 22nd, 2009, 04:57 AM

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Default Re: Conceptual Balance Mod 1.6

Didnt see these 'hero blades' yet. New weapon, custom made to slay SCs?
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  #65  
Old September 22nd, 2009, 06:24 AM
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Default Re: Conceptual Balance Mod 1.6

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Originally Posted by Kuritza View Post
Didnt see these 'hero blades' yet. New weapon, custom made to slay SCs?
From the first post of this thread:
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New forgable item added: Hero's Blade, 2e, const level 2 to forge. Mostly similar to sword of sharpness except on hit it does 15 extra ap damage to most enemies, and 45 ap to larger enemies.
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  #66  
Old September 22nd, 2009, 10:55 AM

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Default Re: Conceptual Balance Mod 1.6

Lets hear it for Hoburg Champions!
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  #67  
Old September 22nd, 2009, 10:57 AM

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Default Re: Conceptual Balance Mod 1.6

Good work with the new CBM QM,

Something that caught my eye couple of weeks ago is why the Clockwork Horror exhaust "ability" hasn't been changed in the CBM so far. Maybe it has been discussed in some of the earlier version release notes.. Recently I've just been wondering with friends if the whole exhaust 15 is really necessary for them and would the drop to exhaust 10 or even 5 make them that much more powerful?
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  #68  
Old September 22nd, 2009, 11:01 AM

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Default Re: Conceptual Balance Mod 1.6

Wow.

Let me know if any nation with weak military ever wins without gemgens and SCs.
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  #69  
Old September 22nd, 2009, 12:06 PM

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Default Re: Conceptual Balance Mod 1.6

I don't really see how cbm removes SCs. The hero sword is good but I think there were already comparable forges available. It still requires a delivery system - probably,.. well,.. another SC.
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  #70  
Old September 22nd, 2009, 12:20 PM

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Default Re: Conceptual Balance Mod 1.6

There are a few thing I don't like here:

1) Gorgon 150 points - it's too much. Pangaea needs their Gorgon.

2) Tartarians -25% hp. I'd rather see reducing their numbers in games, than nerfing them further. I think that increased gem cost would be a better thing to do.

3) Hero's Blade - this one scares me the most. It seems such a huge boost to thug nations, the ones that can already take 90% of your provinces in one turn.

4) MA Agartha got crossbows - seems unthematic, they are living in caverns.

5) Sauromatia poison archers increased to 20 gold. I think this is too much. Firstly, they are a capital only unit and secondly they are not better than Ctis poison slingers which cost 15 gold.

6) Tomb wyrms got fear - this could be overpowering.

7) Kailasa capital only mages cheaper, and all sacred troops -5 gold. Kailasa doesn't have money problems, I could always buy all the troops I needed. And besides, their sacreds work better in small groups, you don't need many of them. Reducing prices of celestial summons is what is needed because of the clam nerf.

8) Naiad Warriors too cheap, could be overpowering.


So as not to appear to be just criticizing, I will state some of the changes that I particularly liked:

- Clams, Blood stones and Fever Fetishes Unique items
- Midget Masher doing AOE damage
- Juggernauts with awe
- Heroes improvements
- MA Oceania now gets mermages in coastal forts and Capricorns only lose 1w when out of water
- MA man wardens and lord wardens everywhere.
- EA Arco engineer recruitable everywhere
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