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May 13th, 2009, 07:44 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
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Conceptual Balance Mod 1.5
Some of the changes from 1.41:
*Strands of Arcane Power, Fata Morgana, and Enchanted Forest all made lower research and cheaper/easier to cast.
*Treelords now generate 1 nature gem per turn, and are somewhat better in combat.
*Bug fixed where one of the unarmored Lanka sacreds was too expensive.
*Several national rainbow pretenders made more attractive, especially the Lawgiver and Divine Emperor.
*Some types of LA Pythium legionnaires made cheaper, as well as renata.
*Eater of the dead further improved, and made easier to cast.
*Dark vines made cheaper.
*Bone grinding once again needs a gem to cast.
*Leprosy and Black Death more expensive (though cheaper than base game).
*Sirrush cheaper.
*Son of the Heavens, Lord of the Sky, Daughter of the Dawn and Son of the Sea all cost fewer points.
*Tartarian Gate costs 12 gems and Gift of Reason costs 15.
*Arouse Hunger now costs 4 gems and creates 16 ghouls (instead of 2 gems and 9 ghouls).
*Tarrasque and Legion of Wights cheaper.
*Poison Golem cheaper.
*Several pretender auto summons toned down to make it harder to get an unstormable capital (infinite troop spam inside sieged fort).
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May 13th, 2009, 07:45 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: Conceptual Balance Mod 1.5
Split Version.
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The Following 3 Users Say Thank You to quantum_mechani For This Useful Post:
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May 13th, 2009, 08:03 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
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Thanked 121 Times in 91 Posts
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Re: Conceptual Balance Mod 1.5
Great job Qm!
Comments:
I don't see the reason for the GOR change. Great spell often used.
Id rather see tree lords with an auto summon of a vine ogre or vine man, rather than a nature gem.
But very cool anyway!
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May 14th, 2009, 01:16 AM
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Sergeant
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Join Date: Dec 2007
Location: WA, Australia
Posts: 228
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Re: Conceptual Balance Mod 1.5
You know, i have really grown to love this mod - indeed, i don't play anymore with out it. I just have to thank you for work you have done - it has made a truly remarkable game extraordinary.
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May 14th, 2009, 02:20 AM
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General
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Join Date: Sep 2004
Location: Irving, TX
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Re: Conceptual Balance Mod 1.5
Yes, it's the best Mod going. I also only play games with it on.
__________________
Be forewarned, anything I post is probably either 1) Sophomoric humor, 2) Satire, 3) A gross exaggeration of the power I currently possess, 4) An outright lie, or 5) Drunken ramblings.
I occasionally post something useful.
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May 14th, 2009, 02:28 AM
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Corporal
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Join Date: Mar 2004
Posts: 153
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Re: Conceptual Balance Mod 1.5
Agreed! Thanks for all of your hard work QM!!!
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May 14th, 2009, 03:26 AM
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First Lieutenant
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Join Date: Mar 2007
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Re: Conceptual Balance Mod 1.5
Great!
Cant help feeling that Tartarians could cost 15 death, since GoR is 15 nature now. In my experience, GoR is the main limitation anyway.
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May 14th, 2009, 07:13 AM
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Major General
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Join Date: Sep 2006
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Re: Conceptual Balance Mod 1.5
Thanks QM for updating this excellent Mod.
When you first started the conceptual balance mod for dom3 I hated it (was probably new and slightly stupid) but now I by far prefer playing conceptual balance mod games to vanilla games.
The conceptual balance mod makes so many spells, pretenders and units actually useful, rather then useless in vanilla. For example in one of my MP games, I am having a great time with stone/fire drakes being cast from multiple dragon masters. Thats 3 spells I wouldn't touch with a 10 ft pole in vanilla.
Thanks again QM and all who helped you for making this great game even better.
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May 14th, 2009, 09:49 AM
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Second Lieutenant
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Join Date: Jul 2007
Location: country of stinky fromages
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Re: Conceptual Balance Mod 1.5
The best about this mod, is that the rebalance of low level spells is a great boon to the AI, especially combined to NI maps(they are FORCED to recruit their mages from time to time), as the auto cast AI has less chance of selecting an useless spell.
So thanks for this tedious and boring work of updating regularly this awe + 99 mod. (don't forget your sunglasses !)
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May 14th, 2009, 11:12 PM
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Corporal
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Join Date: Mar 2008
Posts: 152
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Re: Conceptual Balance Mod 1.5
Quote:
Originally Posted by Kuritza
Great!
Cant help feeling that Tartarians could cost 15 death, since GoR is 15 nature now. In my experience, GoR is the main limitation anyway.
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+1, Even without GoR, Tartarians are great thugs on their own.
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