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  #21  
Old January 30th, 2007, 01:45 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod (and readme file) 1.00

In the main forum there has been a lot of discussion about them being overpowered base game, much of which I completely agree with. I have not, however, seen a lot of discussion of their power in CB, following some direct as well as indirect nerfs.
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  #22  
Old February 1st, 2007, 12:50 AM
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Default Good to go on a Mac!

Good news!

The latest patch indeed fixes the bug that crashed the game if your mod was enabled. Yay.

Pasha
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  #23  
Old February 1st, 2007, 02:10 PM

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Default Re: Good to go on a Mac!

So we are clear to #clear?
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  #24  
Old February 1st, 2007, 02:48 PM
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Default Re: Good to go on a Mac!

I hope so!
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  #25  
Old February 8th, 2007, 04:59 AM
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Default Re: Good to go on a Mac!

Hey qm, I think Van's are a bit too expensive right now. I know you're wary of the dual blessed vans but 110 IMO is too much. It pretty much axed the unit along with the fact that the rebalancing of the scales, indirectly balances the Van's a bit. Maybe 90 is a bit fairer price?
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  #26  
Old February 8th, 2007, 06:57 AM

calmon calmon is offline
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Default Re: Good to go on a Mac!

From the post above:

"Vanheim doesen't seem nerfed enough ... "

Seems there are very different oppinions here
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  #27  
Old February 22nd, 2007, 02:33 AM

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Default Re: Good to go on a Mac!

It will be interesting to see how far you have to go to make the human pretenders a solid choice in MP.
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  #28  
Old February 28th, 2007, 04:05 AM

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Default Re: Conceptual Balance Mod (and readme file) 1.00

Edi made an excellent point in another thread that EA ulm warriors are very underpowered - they don't have very good ambi and they're using fairly long weapons so they end up making attacks at about 7 or 8 skill.

I'm going to try out this mod and I might update the modlist to consider whether nations are balanced to work with the CBM.

If I like the changes you've made I'll probably make versions of my own two nations (and maybe more) which fit the general balance scheme. Is there anywhere that I can see a summary of the kind of changes you've made? For example "cavalry generally made more useful, indy commanders made more expensive etc" ?
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  #29  
Old February 28th, 2007, 04:09 AM
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Default Re: Conceptual Balance Mod (and readme file) 1.00

There's a read me that comes with the file. =) Also, there has been some debate and there is a strong chance that the chance to the raising of levels to the magic boosters will come down. Yay!
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  #30  
Old February 28th, 2007, 04:23 AM

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Default Re: Conceptual Balance Mod (and readme file) 1.00

I looked in the readme and there's a massive and detailed list of every single change,.. yes,.. which is very useful I'm sure. But what would be even more useful for people who haven't been part of the CBM debate would be a summary of the major sweeping changes and a brief rationale for them.

For example, "Indy commanders have all had their prices raised. This is to encourage use of national commanders" or "The resource costs of a great many types of weapon and armor have been increased making resources and castles more important generally" or whatever (I haven't played the mod yet so I don't know, that's just an example). If there was a summary of the broad changes like that it would certainly help people out. It would also help nation makers balance their mods to fit with CBM (as would a rough guide of balance - such as generally light infantry cost 8, heavies cost 10, elite humans 15 etc, base commanders cost 30 not 40, or whatever).

I just think it would be very useful to know the philosophy behind it all (a little more than just "to improve balance") as well as the specifics.
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