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  #91  
Old September 8th, 2007, 02:40 PM
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Tuidjy Tuidjy is offline
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Default Re: Mods

If Sylvania is open, I want it. I have been wanting to play them for a while.
And I do not mind if you give me the weaker version.

....

Nevermind, I see it has been taken. Good luck, everyone!
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  #92  
Old September 8th, 2007, 02:59 PM
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Default Declaration from New Ulm!

Oh, right. Almost forgot.

*ahem* {is this thing on?}

The noble and benelovent nation of Ulm Reborn hereby declares unending war to their dark brothers. The true Ulmish people will not rest until there is only definition to the word "Man from Ulm", and that definition is of a brave and strong man who uses his power justly.

The light of Aufklarung will shine upon you! In its everburning light your hiding places in the shadows will be revealed and your sins brought for all to see. Be purged by the divine shine and repent your evil ways..
or die!
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I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.

If you need to ask something about modding, you can contact me here.

See this thread for the latest info concerning my mods.
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  #93  
Old September 8th, 2007, 03:15 PM
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Default Re: Mods

I would prefer that we not use the mod version with the sacred fear troops, I personally thought they were a little too strong.

Jazzepi
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  #94  
Old September 8th, 2007, 07:53 PM

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Default Re: Mods

So, Sylviana - probable balance issues? I'll check that out.
How about Ulm Reborn and vaettihiem?

I'm looking forward to those random maps, but if those are unowrkable for some reason, perhaps we can modify glory (non-multiplayer version) to cut down on the water provinces, or divy them up. I reinstalled the GIMP on my machine, but I'm a map mod newebie. I'll look into that as well, since it overlaps well with Consecrated Ground.
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  #95  
Old September 8th, 2007, 09:03 PM

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Default Re: Mods

Sylvania scares me.. even nerfed as a custom balance nation I think they're overpowered.

On top of that, I don't like them. They really shouldn't be a late era nation. Thematically, they should be an early age nation, or modeled perhaps more off of Tir na Nog and Man and other nations where the tuatha/elves are actually as scarce as their nation description makes them out to be.

I'll allow the custom balance version into the game, though with some reservations into whether its really a good idea.

12 gold and 12 resources for 13 precision, (effectively 16), with access to air magic... and commanders with good precision + nature magic for 17 (or effectively 24) precision, plus bow equipment...
Above average morale, magic resistance, etc etc...

And I think they have too many gems coming in as well, for what they've got. But this isn't a balance thread, so back to the point.

Custom Balance Sylvania is in. And I suspect, deadly. They probably should be ganged up on, but I'll let the game determine that. I may be wrong.
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  #96  
Old September 8th, 2007, 09:17 PM
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Default Re: Mods

I took a short look at the 2 mod nations, and i dont think they are weak:

Vaettiheim:

Strengths
9 gold Archers
Trolls Recruitable everywhere
Easy Access to Nature, Death, Astral and Blood Magic and Earth Magic is also Possible Blood + Earch = Blood Stones
Wolf Trolls could be painful with a strong bless also the Troll Mages have some thug potential.

Weaknesses
No medium infantry
Strong Mages are Capital only
Most Mages are old Age
No Battle Magic (Air or Fire)

I would say they are balanced

Ulm Reborn

Strenghts
Heavy Armoured
Sacreds that are Recruitable everywhere + H3 Priests means that bless strategies would be easily possible
Sacred Commanders With Fear + Awe Strong armor and 30 HP --> this is what i would call an ideal thug chassis
Sneaking Priests

Weaknesses
Very Resource Intensive
Rotten Magic only mage is capital only, acces limited to Earth and Astral
Problems With encumbrance and magic resistance

I would consider this nation rather weak, but i cant judge the sacreds, also the Neugeboren Lords have some serious potential.

I would say that Ulm and Vaettiheim wont pose much problems with the balance.
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  #97  
Old September 8th, 2007, 09:21 PM

Lazy_Perfectionist Lazy_Perfectionist is offline
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Default Re: Mods

Ulm maybe doesn't need the custom balance, but I'm going to take a look at it as well. The hochmeisters seem bugged, with only five encumbrance (5 basic, full plate, kite shield should come to 12)... could I have a second opinion on this nation?

Retraction: apparently its because its mounted. Something in the mod manual but not regular.
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  #98  
Old September 8th, 2007, 09:34 PM

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Default Re: Mods

In Vaettihiem, I'm almost certain the CBM mod dropped the price on one of the units, but am having trouble spotting the differences. Do they nerf or buff Vaettihiem?

I see no problem including Vaettheim but I may be overlooking something. Though the creater of the mod did mention trying to make the nation more balanced, factoring in some of the CBM stuff.
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  #99  
Old September 8th, 2007, 11:34 PM

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Default Re: Mods

I don't think it's a good idea to use the CBM version of a mod if you aren't using Conceptual Balance Mod. The attempt was to balance them to CBM standards and as such some of the units might use CBM stuff, like the "warhorse hoof" weapon which doesn't exist in vanilla. They also use copystats to take values from CBM for units. End result is they'll work without CBM (missing warhorse hoof and some CBM changes) but that isn't what they were designed for.

Enc 5 isn't a bug, it's how enc works for mounted units. Look at the MA Ulm Black Knight for instance.

CBM Sylvania 2 has 4 gem income - same as every late age nation.

Since this isn't a balance thread I won't go beyond the facts. I didn't make Sylvania so whether or not the non CBM version is balanced is nothing to do with me. Ulm Reborn and Vaettiheim SE I did make and the non CBM versions are in my opinion balanced against vanilla nations (at least they're supposed to be).
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  #100  
Old September 9th, 2007, 12:06 AM
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Default Re: Mods

Here is a sample map with about the right amount of water (not much in the late) http://67.66.187.69/dominions3/bagv1.png

What I typically do is mark about 40% of the border mountains as actual mountains, link all the seas and the isle to the continent and then mark every land province that doesn't have at least 4 land borders as "no-start".

Unfortunately the lack of sea provinces means that most late maps will look rather featureless.

If you want to use that one just let me know or I can keep generating some others.
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