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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #21  
Old July 17th, 2007, 03:56 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod (and summary file) 1.

Small bug/oversight, should be fixed next version.
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  #22  
Old August 11th, 2007, 01:47 PM

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Default Re: Conceptual Balance Mod (and summary file) 1.

Got another bug with tienchi qm - are you on a mission to mess with them or what?

Anyway, with EA Tienchi, when you tried to edit the Celestial Master, you gave the unit id in the dm as 1544, which is actually the unit id of the Warrior OTFE. Consequently the Warrior OTFE is now old (because of the magic paths) and the Celestial Master is unchanged.

Here's the code for the two units in question.

-Warrior of the Five Elements
#selectmonster 1544
#gcost 30
#end

-Celestial Master
#selectmonster 1544 --- THIS SHOULD BE 941
#clearmagic
#custommagic 2816 100
#custommagic 2816 50
#custommagic 13440 100
#magicskill 0 1
#magicskill 1 1
#magicskill 2 2
#magicskill 4 1
#end
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  #23  
Old August 11th, 2007, 02:12 PM

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Default Re: Conceptual Balance Mod (and summary file) 1.

Oh and should EA Vanheim dwarves have a forge bonus? They don't currently in cbm or vanilla, but the description sure suggests they should, all balance aside.
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  #24  
Old August 11th, 2007, 06:44 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod (and summary file) 1.

Dwarves forge things finely, not cheaply, at least that was KO's explanation as I recall.
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  #25  
Old August 24th, 2007, 03:06 PM

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Default Re: Conceptual Balance Mod (and summary file) 1.

I'm uploading cb complete 1.1 again (my own version, but basically the same) so that people can get to it. This thread has a confusing mess of broken download links.
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File Type: zip 545565-CBcomplete 1.1 sombre.zip (45.6 KB, 130 views)
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  #26  
Old August 26th, 2007, 07:37 AM
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Default Re: Conceptual Balance Mod (and summary file) 1.

I found a bug in CB. The Abyssian national spell Inner Furnace works fine in Vanilla (tested this), but with the CB complete 1.1 on, the results differ.

It gives all troops on the battlefield heat(3), even opponents troops. And since the opponents troops don't have Fire resistance, this is quite a killer.

I have a savegame where you can see the bugged Inner Furnace in action..
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See this thread for the latest info concerning my mods.
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  #27  
Old August 26th, 2007, 02:21 PM

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Default Re: Conceptual Balance Mod (and summary file) 1.

Hmm, you know this actually almost makes for a more interesting spell, after I fix this I may think about adding a new spell with that intentional effect.
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  #28  
Old August 26th, 2007, 06:14 PM
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Default Re: Conceptual Balance Mod (and summary file) 1.

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  #29  
Old August 27th, 2007, 06:34 AM
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Default Re: Conceptual Balance Mod (and summary file) 1.

I think that some minor change could maybe be made to EA Agartha, so they could dispose of a less crappy elite(maybe better att and def ?). For the moment, with the raise in cost of troglodites (which seems normal), I mostly use indeps, and, because most of them have been tweaked, I find agartha less efficient than before,what is quite odd.(they weren't top notch before, but maybe there is something I missed)
In all other aspects, this mod seems to me unavoidable.(I do no more play vanilla games)
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  #30  
Old October 9th, 2007, 01:20 PM

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Default Re: Conceptual Balance Mod (and summary file) 1.

Right, the 3.10 patch raises some problems. So far the two I've spotted with the help of lch (cheers buddy) are due to pointless annoying name changes which no doubt resulted from the nitpick kings and their 'typo fix' stuff.

First.

The next cbm has to replace #selectarmor "light weight scale mail" with, get this,..

#selectarmor "lightweight scale mail"

That was actually causing cbm to not work at all with 3.10. Nice huh?

Next up,

#selectspell "Claws of Cocytus" needs to be changed to

#selectspell "Claws of Kokytos"

Very, very silly.
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