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May 18th, 2009, 05:05 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Conceptual Balance Mod 1.5
Did you remove the Marverni hornblower pretender? That has been a really annoying bug in the Worthy Heroes section of this mod and it can't be commented out. Needs to be removed entirely.
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May 20th, 2009, 01:13 PM
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Second Lieutenant
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Join Date: May 2007
Posts: 416
Thanks: 7
Thanked 24 Times in 18 Posts
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Re: Conceptual Balance Mod 1.5
Quote:
Originally Posted by Edi
Did you remove the Marverni hornblower pretender? That has been a really annoying bug in the Worthy Heroes section of this mod and it can't be commented out. Needs to be removed entirely.
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It seems that he did remove that bug. I wonder if he shows up as a Marverni Hero like he's supposed to now?
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May 25th, 2009, 06:40 PM
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First Lieutenant
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Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
Thanks: 133
Thanked 78 Times in 46 Posts
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Re: Conceptual Balance Mod 1.5
Concerning Sea of Ice:
Once R'lyeh can wish it's a much too cheap way to defend.
Dispel 30 pearls > Wish for gems + Sea of Ice 18 pearls
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May 25th, 2009, 08:40 PM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Conceptual Balance Mod 1.5
@QM: Thanks for the new version! I like the idea of a cheaper GoR, it's one of the spells that makes this game fun.
@Illuminated One: Sea of Ice works both ways. It's not much of an advantage to be stuck in the water, there are a lot of spells he can't cast underwater. Once the Ice is up, it should be easier to eliminate R'lyeh's presence on land. Second, you can try to fill up the global slots. Base cost becomes less important when there are 5 globals up, each boosted by hundreds of gems.
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May 25th, 2009, 09:56 PM
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Sergeant
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Join Date: Jun 2008
Posts: 332
Thanks: 24
Thanked 13 Times in 9 Posts
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Re: Conceptual Balance Mod 1.5
I have to ask: why nerf the Moloch even further? It's not like he gets much use as it is. Not enough of a SC to be thrown around, and magic paths too expensive to stray from the two original ones.
Methinks he should either get cheaper paths, and boost it from that side, or get his combat status boosted (with an AOE attack, maybe? Or perhaps recuperation? Limp molochs are a sorry sight)
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May 26th, 2009, 10:36 AM
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First Lieutenant
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Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
Thanks: 133
Thanked 78 Times in 46 Posts
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Re: Conceptual Balance Mod 1.5
Hmm, you are right about 5 globals.
But still early on it can be a very powerful spell.
I blitzed a much stronger LA Atlantis by casting it and if he wants to counteract I just could recast it for less (even without wish I count 35 w as less than 30 s).
Or consider locking in an Oceania with 50 provs on turn 25...
There's nothing he can do to defend his lands.
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May 26th, 2009, 03:57 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
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Re: Conceptual Balance Mod 1.5
I think you should consider decrementing the effect that order has on income to 6%. And incrementing the effect that productivity has to 5%.
This will give a large boost to
agartha, abysia, jomon, oceania, bogarus and machaka.
It will also do a bit to make the choice of 03 M2 decision not necessarily a no brainer. And I'm kind of surprised we haven't talked about it before.
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May 26th, 2009, 05:38 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Conceptual Balance Mod 1.5
Took a look at the mod at work. Looks good and no comment on the balance things and alterations as such, but typos abound still. I can do a once-over of those and see how it turns out.
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May 29th, 2009, 11:05 AM
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Sergeant
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Join Date: Oct 2006
Location: Milwaukee, WI
Posts: 376
Thanks: 14
Thanked 6 Times in 6 Posts
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Re: Conceptual Balance Mod 1.5
I didn't check the thread to see if anyone else mentioned this, but there's a typo (I assume) in the .dm file. Shade beasts cost 70 gems right now.
In any case, thanks for this great mod, I've been playing it quite a lot lately.
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June 7th, 2009, 11:17 PM
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Private
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Join Date: Nov 2000
Posts: 43
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Conceptual Balance Mod 1.5
I found a discrepancy between the CBM 1.5 readme and the actual spell, and I don't know which is wrong.
The readme shows:
-Call Horror-
Fatigue: 200 (300)
Gem cost: 2 (3)
Blood magic needed: 2 (3)
Astral magic needed: 2 (3)
Research level: 5 (6)
However, Call Horror is actually in the game as a Blood level 4, not level 5, spell.
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