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  #1  
Old February 3rd, 2008, 01:05 AM

quantum_mechani quantum_mechani is offline
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Default Conceptual Balance 1.21

Documentation is still unfortunately lagging behind the changes, but here is a rough list of updates:

*Dwarven hammers back to base game prices.

*Independent commanders now cost only slightly more than in the base game.

*Mother of monsters spawns monsters.

*Phoenix has auto phoenix pyre effect.

*Mother of Rivers has auto rain effect.

*Star of heroes, star of thraldom, evening star made area of effect.

*Worthy Heroes 1.8 merged into CB complete/nations.

*Several troop summons made commanders (demon jesters, scorpion men, kithaironic lions, giant eagles, amphithetre).

*Many national summons improved.

*Bear claw talisman cheaper.

*Moon warriors improved.

*New nations updated to fit CB.

Version 1.21:

*Fixed aoe weapon bugs.

*Fixed Starting troop and recruitment bugs.

*Fixed several residual item changes that should have been removed (thistle mace, charcoal shield, research items).

*Fixed magic scale bug.

*Magic (x)bow items improved.
Attached Files
File Type: zip 578909-CBcomplete1.21.zip (99.6 KB, 833 views)

Last edited by lch; August 25th, 2008 at 06:45 PM..
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  #2  
Old February 3rd, 2008, 01:06 AM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.2

Segmented version.
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File Type: zip 578910-CBsegmented1.21.zip (98.3 KB, 288 views)
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  #3  
Old February 3rd, 2008, 03:43 AM

Sir_Dr_D Sir_Dr_D is offline
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Default Re: Conceptual Balance Mod 1.2

Thanks QM.

Your changes to the prtenders in particular make the game more interesting.

Now if there was only creative things that could get done with regular commanders.
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  #4  
Old February 3rd, 2008, 04:07 AM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.2

Auto-Spawning of weak national troops for national commanders was in the works for this version, in fact I even had it modded in for most nations, but in the end it just seemed a little too messy.
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Old February 3rd, 2008, 09:54 AM

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Default Re: Conceptual Balance Mod 1.2

Ooh! Exciting. I will definitely have a play with this later today.
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  #6  
Old February 3rd, 2008, 10:08 AM
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Default Re: Conceptual Balance Mod 1.2

woohoo!

thanks qm ^^
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  #7  
Old February 3rd, 2008, 06:56 PM

Shovah32 Shovah32 is offline
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Default Re: Conceptual Balance Mod 1.2

Thanks. Can't wait to get using a phoenix. Immortal to handle afflictions and with phoenix pyre from turn one..

Will every giant eagle I summon be a commander, or is the commander a separate spell?
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Old February 3rd, 2008, 07:34 PM

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Default Re: Conceptual Balance Mod 1.2

They're all commanders. It replaces the original troop summon.
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  #9  
Old February 4th, 2008, 06:54 AM
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Default Re: Conceptual Balance Mod 1.2

Aaaaaah !
A big thank for this speedy work QM ! The Father Of All Mods is back again ! ( no offense intended to any mod or modder of any race, origin, religion or philosophical current).
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  #10  
Old February 4th, 2008, 07:49 AM

Zeldor Zeldor is offline
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Default Re: Conceptual Balance Mod 1.2

Gotta start MP game with that
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