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January 15th, 2007, 07:30 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Toulouse, FRANCE
Posts: 436
Thanks: 150
Thanked 21 Times in 13 Posts
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Re: Conceptual Balance Mod (and readme file) 1.00
Edit : sorry , answered to wrong thread
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January 15th, 2007, 08:23 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Conceptual Balance Mod (and readme file) 1.00
Quote:
bgqsl said:
I think cb mod can do a lot about that,not just for MP,but
for Single as well.Now the fact is,even the impossible AI
sucks,u can beat them without any problems,there is nothing
interesting left when u palying at middle time,not even a
little challenge,i say i will give up that kind of game...
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Maybe you should divert some of the time you spend owning the AI to improving your grammar? I believe the CB mod's main purpose was for improving the multiplayer experience; if you need something to improve your AI battles, there are several other things to try. There are custom maps with preset indies and AI setups where they are allied and at an extreme advantage.
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January 19th, 2007, 02:40 PM
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Major
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Join Date: Jan 2006
Posts: 1,055
Thanks: 4
Thanked 29 Times in 13 Posts
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Re: Conceptual Balance Mod (and readme file) 1.00
QM, TC MA still sucks. =(
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January 19th, 2007, 04:39 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Conceptual Balance Mod (and readme file) 1.00
Anyone looking to start a new game with the new version of the mod? I'm thinking LA at the moment.
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January 21st, 2007, 01:31 PM
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Sergeant
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Join Date: Oct 2003
Location: Vienna, Austria, Europe
Posts: 234
Thanks: 62
Thanked 11 Times in 6 Posts
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Re: Conceptual Balance Mod (and readme file) 1.00
Morkilus:
as long as it is not too fast (>1day/turn) i'm interested..
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January 22nd, 2007, 05:13 PM
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Second Lieutenant
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Join Date: Aug 2004
Location: Argentina
Posts: 478
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Conceptual Balance Mod (and readme file) 1.00
i've seen auspex lvl 4 playing with CB mod in a blitz but it's not mentioned in this text file.
__________________
" Jefe, le presento a Manuk, el hombre de la sonrisa de hierro "
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January 24th, 2007, 02:51 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Conceptual Balance Mod (and readme file) 1.00
Quote:
Manuk said:
i've seen auspex lvl 4 playing with CB mod in a blitz but it's not mentioned in this text file.
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Are you sure that's 1.00? That sounds like one of the beta bugs.
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January 29th, 2007, 05:40 AM
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Sergeant
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Join Date: Apr 2004
Location: Forlì, Italy
Posts: 322
Thanks: 15
Thanked 0 Times in 0 Posts
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Re: Conceptual Balance Mod (and readme file) 1.00
Vanheim doesen't seem nerfed enough ...
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January 30th, 2007, 03:27 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Conceptual Balance Mod (and readme file) 1.00
That could well be, but I think more discussion/testing/consensus is required before I would up the nerf any more.
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January 30th, 2007, 07:39 AM
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Sergeant
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Join Date: Apr 2004
Location: Forlì, Italy
Posts: 322
Thanks: 15
Thanked 0 Times in 0 Posts
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Re: Conceptual Balance Mod (and readme file) 1.00
In the main forum there has been a very long discussion about it ....
I'd like to re-allow Vennhein in my games, now it is simply not possible.
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