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  #31  
Old May 18th, 2009, 05:05 PM
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Default 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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  #32  
Old May 20th, 2009, 01:13 PM
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Default Re: Conceptual Balance Mod 1.5

Quote:
Originally Posted by Edi View Post
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.
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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  #33  
Old May 25th, 2009, 06:40 PM

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Default 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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  #34  
Old May 25th, 2009, 08:40 PM
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Default 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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  #35  
Old May 25th, 2009, 09:56 PM
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Default 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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  #36  
Old May 26th, 2009, 10:36 AM

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Default 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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  #37  
Old May 26th, 2009, 03:57 PM

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Default 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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  #38  
Old May 26th, 2009, 05:38 PM
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Default 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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  #39  
Old May 29th, 2009, 11:05 AM

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Default 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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  #40  
Old June 7th, 2009, 11:17 PM
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Default 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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