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  #51  
Old July 24th, 2010, 11:05 PM

Valerius Valerius is offline
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Default Re: Squirrel Balance Mod (Current Ver: v0.05)

I haven't yet reviewed all the changes to blood summon costs but based on a quick glance I like what you've done. And making SDRs and jade knives unique are interesting ideas. I'll be curious what feedback you get on these changes since I think people are used to blood summons being underpriced... But looked at from a balance perspective I think these changes are reasonable.

Talking about SCs for a moment, what about the idea of making elemental royalty non-unique? Your mod doesn't assume use of the EDM so this would provide non-unique SC choices for nations without the Chalice/GoH (since you really need one of those to make tarts cost effective) or national SCs. And there wouldn't be a problem for games that use EDM - you'd just have more elemental SC summons to choose from.
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  #52  
Old July 25th, 2010, 01:37 AM
Squirrelloid Squirrelloid is offline
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Default Re: Squirrel Balance Mod (Current Ver: v0.05)

Actually, I did say I was interested in compatibility with EDM. I just wasn't bundling it in (its nowhere near finished, and I have disagreements on changes llamabeast has made since the original release).

I believe there are problems with making the elemental royalty non-unique, but I haven't actually tried to do it. I have discussed doing so.
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  #53  
Old July 26th, 2010, 03:03 PM

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Default Re: Squirrel Balance Mod (Current Ver: v0.05)

The only possible problem I encountered when testing it was that if there are more than two attempts to summon earth or fire kings or more than three attempts to summon water or air queens in a given turn only two of the attempts to summon fire/earth kings and only three of the attempts to summon water/air queens will succeed. I don't see it as a problem; it could just be viewed as a risk of that particular class of summons. BTW, I'd also be inclined to give the elemental royalty a bit of a boost in HP (especially air and fire).
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  #54  
Old August 2nd, 2010, 08:22 AM
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Jack_Trowell Jack_Trowell is offline
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Default Re: Squirrel Balance Mod (Current Ver: v0.05)

Quote:
-EA/MA Vanheim, LA Midgard, EA Helheim
Vanjarls are now A2B2 to make up for the loss of dousing rods.
Isn't there a #douse modding command that could give them the blood hunting bonus without increasing the base magic path ?
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  #55  
Old August 2nd, 2010, 06:06 PM

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Default Re: Squirrel Balance Mod (Current Ver: v0.05)

That's a great suggestion. Keeps blood a viable option for Vanheim without changing balance by granting Vanjarls B2. I'd recommend giving Vanadrotts the dousing bonus as well.
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  #56  
Old August 2nd, 2010, 07:54 PM
Squirrelloid Squirrelloid is offline
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Default Re: Squirrel Balance Mod (Current Ver: v0.05)

I suppose that is a more elegant solution.

I have a feeling I may have increased the price of some blood summons a little *too* much, so there'll probably be a 'fix' at some point in the not too distant future.
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  #57  
Old August 3rd, 2010, 03:55 AM

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Default Re: Squirrel Balance Mod (Current Ver: v0.05)

I guess you could split the difference between their original CBM and your modified cost and see how that works out. But I do think that the better troops such as storm demons and demon knights should be closer to your cost than CBM. I feel the same about commanders such as vampire lords and those annoying onaqui.

Tackling the issue from a different angle, you could also reduce Demon Cleansing to Ench. 8 or even 7. This wouldn't interfere with the first half of the game when the opportunity cost of blood hunting/summoning is felt most but would kick in during the mid-late game when blood nations can really start summoning large numbers of demons.
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  #58  
Old August 3rd, 2010, 08:44 AM
Squirrelloid Squirrelloid is offline
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Default Re: Squirrel Balance Mod (Current Ver: v0.05)

Quote:
Originally Posted by Valerius View Post
I guess you could split the difference between their original CBM and your modified cost and see how that works out. But I do think that the better troops such as storm demons and demon knights should be closer to your cost than CBM. I feel the same about commanders such as vampire lords and those annoying onaqui.

Tackling the issue from a different angle, you could also reduce Demon Cleansing to Ench. 8 or even 7. This wouldn't interfere with the first half of the game when the opportunity cost of blood hunting/summoning is felt most but would kick in during the mid-late game when blood nations can really start summoning large numbers of demons.
Oh no, the commanders and the really good demon troops are staying where I put them, or at least pretty close. But some of the lesser troop summons are probably over-nerfed.

All of the prices i set were based on estimated gold value of the troops and estimated gold value of a slave, with a little knocked off to account for effort. So any change is going to be based on a re-evaluation of worth, and not done arbitrarily.
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