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  #1  
Old February 27th, 2009, 02:31 AM

chrispedersen chrispedersen is offline
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Default ABM (if I can figure out how to make that work ).

I used to call this mod cCBM, with the last version of that name cCBM1.44. As that was confusing, I am continuing with this sequence.

Aging was my focus mostly on this version. Unless a nation is 'strong', old age was removed from acolytes. Also, from a few nations top mages, if there were no specific age references in the description.

Machaka, Abysia, Pythium, and many others benefitted.
Small improvements to Arco philosophers, Jomon Priests. MA oceania got a few small improvements which might help it expand on shore.

Cost of fires from afar and seeking arrow reduced.
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  #2  
Old February 27th, 2009, 02:47 PM
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Default Re: ChrisCBM1.482

I don't oppose your changes, but having two competing balance mods around doesn't sound like a good idea. Since the old age fixes are the most important change between your and Quantum's conceptual balance mods, I'd like to see a CBM-compatible mod that only changes ages, and incorporated other changes that don't clash with CBM.

I did that with my Charge! mod that changes weapons. It'd have been nice to be able to change Pike, but keeping the mod CBM-compatible is more important than Pike's resource cost and its spesific attack value.

Since a mod can't decide whether it happens before or after another mod, you couldn't include all of your changes into a CBM-compatible mod.
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Old February 27th, 2009, 03:26 PM

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Default Re: ChrisCBM1.482

Well, as far as I know, there are no conflicts with CBM.
The version I used was 1.41 - the only changes since then were the 8-9 bug fixes which are duplicated. Everything else is an extension.

Well, what I might do is make two versions. Complete and an extension version. Maybe next version.
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Old February 27th, 2009, 06:10 PM
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Default Re: ChrisCBM1.482

What Endo says is that you should make something that can be loaded together with CBM, instead of just editing the original CBM and putting your own emphases on things that you like.
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  #5  
Old February 27th, 2009, 09:53 PM
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Default Re: ChrisCBM1.482

I think doing it as a fully stand-alone mod would make the changes more likely to be adopted (or at least closely scrutinized) by QM - which is a win-win.
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Old February 28th, 2009, 03:44 AM

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Default Re: ChrisCBM1.482

How would QM closely scrutinize the difference between two huge mods (assuming he wanted to)?
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  #7  
Old February 28th, 2009, 04:52 AM
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Default Re: ChrisCBM1.482

You have a point there, Jim. Of course, that'd only work if Quantum could see what was changed (that's covered by the readme) and Chris's changes got discussed and/or tried. I would've thought it would be easier to just discuss these changes with Quantum, but whatever...

Are you going to remove old age altogether? If not, what kind of commanders will you leave old?

How did you change Black Bull and Blindfighters?

Why should wolves be as effective patrollers as humans? Wolves are 1) free and 2) autosummoned by Werewolves and Wolfherds. Those abilities make wolfpacks better patrollers than humans, even if a single wolf is worse than a single human.

Are Cat Charm, Fires from Afar and Seeking Arrow now at the same research level they were in vanilla, or did you make them available earlier? No manual, no game, can't check myself.
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Old February 28th, 2009, 06:32 AM
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Default Re: ChrisCBM1.482

Llama - that's the point, if Chris bundles his changes with all of CBM, there is no way to look at those changes. But much of this was stuff that Chris wanted to see in the full version of CBM, so since QM is very interested in what people want to see made more "balanced", it seems this would be a good aid to that communication process.


As far as the wolves go, I just figured that human history has shown us that 1 canine is superior to 1 man in hunting/tracking ability, in general terms. So I thought that was a nice change (even though odds of me personally using Wolves for anything in Dom3 <1%). Maybe that's not Chris' reasoning, but I thought it was good.
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Old February 28th, 2009, 07:20 AM

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Default Re: ChrisCBM1.482

Quote:
Originally Posted by llamabeast View Post
How would QM closely scrutinize the difference between two huge mods (assuming he wanted to)?
diff -u

(-u, because the normal output isn't particularly human-readable)

Last edited by Ornedan; February 28th, 2009 at 07:27 AM..
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Old February 28th, 2009, 08:46 AM

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Default Re: ChrisCBM1.482

I know that Ornedan, but it's not available (is it?) in Windows, and it seems ridiculous to make QM go to the lengths of downloading a diff program just to find out chris' opinions on balance.

Jim, I can't understand your point.

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if Chris bundles his changes with all of CBM, there is no way to look at those changes... it seems this would be a good aid to that communication process.
What?
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