Warning: Illegal string offset 'type' in [path]/includes/class_postbit.php(294) : eval()'d code on line 65
.com.unity Forums - View Single Post - Mod Adept's Mod (weapon, magic and monster changes)
View Single Post
  #30  
Old October 5th, 2011, 05:28 PM
Squirrelloid Squirrelloid is offline
Major General
 
Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
Squirrelloid is on a distinguished road
Default Re: Adept's Balance Mod 1.00 ready

Quote:
Originally Posted by Adept View Post
Updated to version 1.01

Try to be a little less insulting Squirrellord. This forum used to be such a polite and grown up place. You even manage to use the word changes in a "sarcastic" manner. What you claim above is simply not true.

a) There is a lot of weapon balance that CBM doesn't do put in here. Check out the effects of the War Spear for one.
Which has nothing to do with balance. CBM alters the units directly because it preseves the weapons as distinct options with their own advantages and disadvantages, and tries to make sure the *units* using them are balanced. (To the extent it succeeds or fails is not the point, its targeting the right thing to balance).

If your efforts are anything to go by, you've homogenized jomon to the point that differences in weapon are totally meaningless. That's boring, and its not balance in any real way, and it certainly doesn't give jomon any interesting choices (this is still a game).

Quote:
b) CBM, at least when I last looked didn't categorically remove forging or gem creation items, nor does it remove forge of the ancients.
Forging and gem creation items are made artifacts in CBM, since 1.7 and 1.6 respectively.

Forge of the Ancients doesn't need to be removed. Its a Const 9 (in CBM) global spell whose purpose (like a number of other level 9 globals) is to break stalemates.

Quote:
c) CBM doesn't fix the problem of Lord of the Hunt or the Furies being neutralised by picking up items in combat.
Which doesn't actually make them more useful or balanced, since they're really bad spells even if they don't pick anything up.

On the flip side, if they managed to pick up any good items, they would have been more dangerous. (Not likely that they'll kill anything carrying *an* item in teh first place, but as long as we're playing what if).

So you didn't actually improve their balance, but you might have decreased their variance a little bit.

Quote:
Many of the changes and fixes I've done change the game's balance point. It may not be a change you agree with (though I seriously doubt you've had time to test it). but it does effect the balance addressing things that consern me.
You don't have a vision for the game's balance point. You don't even seem to know what the game's balance point currently is, since you seem hell-bent on nerfing a weak nation into the ground, which is hardly a balance-oriented change.

Hint: if you're making changes for a reason other than balance, you're probably not making a change that improves balance.

A balance mod needs to boost nations and spells that are underperforming and rein in those that are overperforming. Your obsession with Jomon is hilariously misplaced, and I'm not actually convinced they're playable in your mod.

I really need to ask: How much MP experience do you have? Because you can beat the AI by doing horribly inept things, so 'it works against the AI' is not a test of balance. To have any clue about balance in this game you need to routinely play against the best players in the game.
__________________
The ignorant shall fall to the squirrels.
--Chip 4:2

Ulm: Order of the Black Rose - Reimagining MA Ulm

A more Sombre forum: http://z7.invisionfree.com/Dom3mods/index.php?.act=idx. Now with more Maerlande.
Reply With Quote