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

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  #41  
Old June 16th, 2009, 02:36 PM

P3D P3D is offline
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Default Re: Conceptual Balance Mod 1.5

I was playing EA Atlantis a bit, and noticed that the description of the War Shambler says they are equipped with Coral Glaives, while their weapon is Coral Spear. The same discrepancy exists in vanilla.
That'd give them +6 damage for the cost of 1 attack and defense score. Giving them a glaive and increasing their attack score should help their mediocre combat troops. Or just remove those penalties from the coral glaive.
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  #42  
Old June 28th, 2009, 03:31 AM

chrispedersen chrispedersen is offline
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Default Re: Conceptual Balance Mod 1.5

CBM1.5 cut the seduction rating of all units except satyrs in half, so that the ratings are now below what they were in the vanilla game. (And once again, seduction never works).
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  #43  
Old June 29th, 2009, 04:28 AM

Black Sun Empire Black Sun Empire is offline
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Default Re: Conceptual Balance Mod 1.5

EDIT: Worked out the answer myself.

Last edited by Black Sun Empire; June 29th, 2009 at 04:38 AM..
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  #44  
Old June 29th, 2009, 03:14 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.5

Quote:
Originally Posted by chrispedersen View Post
CBM1.5 cut the seduction rating of all units except satyrs in half, so that the ratings are now below what they were in the vanilla game. (And once again, seduction never works).
Standard (vanilla) seduce value is 10, most seducers got changed to 12.
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  #45  
Old June 29th, 2009, 04:21 PM

chrispedersen chrispedersen is offline
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Default Re: Conceptual Balance Mod 1.5

As far as I saw, they all got cut to 12, except satyrs. I don't undestand the logic of that at all. Regardless, the combination of the MR check and then the seduction check means that once again seduction never works. I got 2 hits out of 54 attempts with oreiads.

A creature with a +5 awe due to beauty, should probably succeed more often than 2/54.
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  #46  
Old June 29th, 2009, 04:50 PM

Sombre Sombre is offline
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Default Re: Conceptual Balance Mod 1.5

Oreiad's have seduce 10 in vanilla. That's coming straight from the code. 12 in cbm is therefore a boost.

Succubus has 15 in its special seduction (the flying one) - this is boosted to 16 in cbm.

I don't know where you're getting the idea that they've been cut in cbm, other than perhaps bad results?

Last edited by Sombre; June 29th, 2009 at 05:06 PM..
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  #47  
Old June 29th, 2009, 06:11 PM

chrispedersen chrispedersen is offline
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Default Re: Conceptual Balance Mod 1.5

They were 20ish in cbm 1.4 Or am I completely hallucinating?
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  #48  
Old June 29th, 2009, 06:54 PM

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Default Re: Conceptual Balance Mod 1.5

No they used to be stronger in cbm according to qm. But they proved a bit abusive.
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  #49  
Old July 10th, 2009, 08:49 AM

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Default Re: Conceptual Balance Mod 1.5

How about making Pythium's emerald guard poison immune? It would make them a perfect compliment to hydra (the other mapmove 1 heavy) and a bit more exciting. It could easily be justified - the eastern provinces of rome often featured stories about how people had eaten poisons at a young age and become immune (the most famous being mithridates of Pontus) - they could be the imperial food tasters as well as bodyguards.
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  #50  
Old July 10th, 2009, 03:52 PM

chrispedersen chrispedersen is offline
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Default Re: Conceptual Balance Mod 1.5

Why does pythium need a boost at all?
Additionally, they the empire legion were the guardians of the emperor... I can't see it as thematic.

Clouds of billowing poison.. dangerous creatures... and you're toting around tonnes of armor?
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