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  #691  
Old May 4th, 2010, 07:59 AM
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Default Re: Conceptual Balance Mod 1.6

Added a mod tag to this thread.
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  #692  
Old May 5th, 2010, 01:15 AM
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Default Re: Conceptual Balance Mod 1.6

I doubt CBM will be updated anytime soon. Unless QM comes back into the fold.
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  #693  
Old May 5th, 2010, 01:40 AM

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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by ano View Post
Just started getting acquainted with CMB 1.6 and so have got a question.
Why does the Skratti pretender (Blood 1, new path 10, dom 1) with slightly above 30 hp and human stats cost 50 points while the other rainbows either cost 0 or are greatly improved (or both) and the immortal(!) Bog Mummy (B1D1, dominion 2, better stats) costs 110.
It's either I misunderstand something or it was not covered by the mod.
I specifically asked QM about it when I was doing the balance mod. (Where I had changed the value and suggested the same to qm)
His answer, as I recall it, was that it was fine as is.
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  #694  
Old May 5th, 2010, 04:24 AM
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Default Re: Conceptual Balance Mod 1.6

Anyone ever found Fire Snakes FAAR to powerful for only 9 Gems ?
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  #695  
Old May 5th, 2010, 04:49 AM
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Default Re: Conceptual Balance Mod 1.6

No.
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  #696  
Old May 5th, 2010, 05:29 AM

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Default Re: Conceptual Balance Mod 1.6

Sometime in the next few months I should be returning to work on CB. I do apologize to the many of the people who commented in this thread as there are a few too many comments to respond to individually.

Also, when I do return to work on it, the mod/discussion will probably be located at http://z7.invisionfree.com/Dom3mods/index.php?. This actually has less to do with the recent ban spree than earlier even less defensible actions such as the de-modding of Ich, the creator of the wiki.
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  #697  
Old May 5th, 2010, 05:36 AM
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Default Re: Conceptual Balance Mod 1.6

Sounds good! You could start a preliminary CBM1.7 thread or something like that there already, possibly copy some suggestions you feel worthy of implementation from here to there if you're not keeping the project here.
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  #698  
Old May 5th, 2010, 04:36 PM

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Default Re: Conceptual Balance Mod 1.6

Kailasa I think need changes. All it's summons, whithout which it just can't build a ballanced strategy are astral, and late. The fact that they are astral could be fixed with clams to which Kailasa had great access, but with CBM it has no such option. And Kailasa is really weak in the early game, unless you take blesses, worthless for endgame and paths for pretender which he just don't need otherwise. I would propose to make 2 changes with them - 1st - to make all national summons 2 research levels earlier, and second - change type of gems needed for these casts - it would be reasonable to switch some to N,W and E fro S. And to leave only top summon(s?) in S. Otherwise without nexus, it's just not realistic to have these summons in MP. And to cast Nexus, you already should be winning, so that's not a realistic case.
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  #699  
Old May 6th, 2010, 08:59 AM
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Default Re: Conceptual Balance Mod 1.6

I disagree with you there militarist. The monkey nation summons are the same for all ages, and I think they should stay astral themathically.

It would be much better to balance the monkey troops a bit so a non-bless strat becomes doable for all the monkey nations.
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  #700  
Old May 6th, 2010, 10:33 AM
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Default Re: Conceptual Balance Mod 1.6

The monkey nations can fire up all sorts of fun gem gen globals anyway and alchemise that stuff into pearls. I don't see what the problem with that is.
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