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  #1  
Old February 15th, 2012, 12:34 PM
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samoht samoht is offline
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Default Re: Conceptual Balance Mod v1.92

Excuse the ignorance, but is there a list somewhere that documents all the changes between Vanilla and the current CBM?
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  #2  
Old February 16th, 2012, 01:19 AM

kianduatha kianduatha is offline
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Default Re: Conceptual Balance Mod v1.92

Quote:
Originally Posted by samoht View Post
Excuse the ignorance, but is there a list somewhere that documents all the changes between Vanilla and the current CBM?
No

I'm supposedly making one, but I don't have time at the moment to actually work on it. There's a start to it down in this thread. http://forum.shrapnelgames.com/showthread.php?t=46904

Last edited by kianduatha; February 16th, 2012 at 01:29 AM..
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  #3  
Old February 16th, 2012, 12:26 PM
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Default Re: Conceptual Balance Mod v1.92

When I want to know what CBM does I have found it most useful to just open the mod file in wordpad and have a look. Even if you are not a coder or a moder you can still often determine approximately what something does. And even if you cant, there are plenty of comments in the code explaining most of the complicated stuff.
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  #4  
Old February 16th, 2012, 03:07 PM

Shangrila00 Shangrila00 is offline
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Default Re: Conceptual Balance Mod v1.92

Possession, I just found out about this CBM spell playing LA Ulm. It seems pretty interesting, a cheap zero research GoR that eats a mage. Really nice for nations with cheap recruit anywhere S1s like LA Ulm. So question:

1) How many nations have this spell?

2) Obviously all the normal things you might GoR, you can now do more cheaply like Gargoyles and Crushers and what not, but there must be things that you'd normally not consider GoRing but might be worthwhile possessing. I was considering Demon Knights as cheapo thugs with built in fear and very low encumbrance, but LA Ulm has no easy way of getting Demon Knights. What other options are there that people have found?
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  #5  
Old February 16th, 2012, 08:51 PM
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Default Re: Conceptual Balance Mod v1.92

Eating a mage is a very big thing. Mages win games(*). So it isn't that useful.

iirc only la ulm has it. But there might be one other nation that has it.

(*)Actually mage turns win games. A mage can only do one thing each turn, search, forge, move research etc. By using possession you use up the mage turns for the rest of the game. Usually, this isn't worth it. Even with cheap mages. (As recruiting a mage also costs a fort turn).
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  #6  
Old February 17th, 2012, 03:20 AM

Shangrila00 Shangrila00 is offline
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Default Re: Conceptual Balance Mod v1.92

If you have sages, every year a bunch of them will get diseased at which point they might as well be used to possess something. Occasionally, you'll get a diseased astral Black Priest. And sure, recruiting an Illuminated One solely for possession costs a fort turn, but so does recruiting a thug for nations that have them. It'll be worth it if the result is good enough. Not sure a Demon Knight would be worth it, but there should be something useful.
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  #7  
Old February 17th, 2012, 03:54 PM
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Default Re: Conceptual Balance Mod v1.92

Quote:
Originally Posted by Shangrila00 View Post
If you have sages, every year a bunch of them will get diseased at which point they might as well be used to possess something. Occasionally, you'll get a diseased astral Black Priest. And sure, recruiting an Illuminated One solely for possession costs a fort turn, but so does recruiting a thug for nations that have them. It'll be worth it if the result is good enough. Not sure a Demon Knight would be worth it, but there should be something useful.
Recycling diseased mages is marginal. (And you never get them at the moment you want them). And recruiting thugs from forts instead of mages is suboptimal anyway. See the assassin discussions .

Demon knights are meh, get the devils. Able to command other demons, and flies. Flying rocks.

(Most recruitable thugs are mages, so they have dual role).
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Bookmark these links:
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http://wolfsbane.alwaysdata.net/Spells.html
Test stuff, use the debug mod:
http://forum.shrapnelgames.com/showthread.php?t=36453
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  #8  
Old February 17th, 2012, 07:08 PM

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Default Re: Conceptual Balance Mod v1.92

Quote:
Originally Posted by Soyweiser View Post
Quote:
Originally Posted by Shangrila00 View Post
If you have sages, every year a bunch of them will get diseased at which point they might as well be used to possess something. Occasionally, you'll get a diseased astral Black Priest. And sure, recruiting an Illuminated One solely for possession costs a fort turn, but so does recruiting a thug for nations that have them. It'll be worth it if the result is good enough. Not sure a Demon Knight would be worth it, but there should be something useful.
Recycling diseased mages is marginal. (And you never get them at the moment you want them). And recruiting thugs from forts instead of mages is suboptimal anyway. See the assassin discussions .

Demon knights are meh, get the devils. Able to command other demons, and flies. Flying rocks.

(Most recruitable thugs are mages, so they have dual role).
Where is the assassin discussion?
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  #9  
Old February 18th, 2012, 01:29 PM

Shangrila00 Shangrila00 is offline
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Default Re: Conceptual Balance Mod v1.92

Question, are all heroes in CBM supposed to have 3 miscellaneous slots? Ie, is a hero with only 2 slots an oversight or intended?
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  #10  
Old February 26th, 2012, 03:21 PM
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Default Re: Conceptual Balance Mod v1.92

Quote:
Originally Posted by Torgon View Post
Where is the assassin discussion?
Can't find a link, but assassins as recruits when you could have recruited mages has been discussed to death.

I think recruitable assassins are not worth it.
__________________
I'm acting like a high school girl /\
Bookmark these links:
http://dom3.servegame.com/wiki/
http://wolfsbane.alwaysdata.net/Spells.html
Test stuff, use the debug mod:
http://forum.shrapnelgames.com/showthread.php?t=36453
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