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-   -   Conceptual Balance Mod 1.5 (http://forum.shrapnelgames.com/showthread.php?t=43120)

quantum_mechani May 13th, 2009 07:44 PM

Conceptual Balance Mod 1.5
 
1 Attachment(s)
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).

quantum_mechani May 13th, 2009 07:45 PM

Re: Conceptual Balance Mod 1.5
 
1 Attachment(s)
Split Version.

chrispedersen May 13th, 2009 08:03 PM

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!

hEad May 14th, 2009 01:16 AM

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.

Lingchih May 14th, 2009 02:20 AM

Re: Conceptual Balance Mod 1.5
 
Yes, it's the best Mod going. I also only play games with it on.

iceboy May 14th, 2009 02:28 AM

Re: Conceptual Balance Mod 1.5
 
Agreed! Thanks for all of your hard work QM!!! :)

Kuritza May 14th, 2009 03:26 AM

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.

Meglobob May 14th, 2009 07:13 AM

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.:)

Humakty May 14th, 2009 09:49 AM

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 !)

zzcat May 14th, 2009 11:12 PM

Re: Conceptual Balance Mod 1.5
 
Quote:

Originally Posted by Kuritza (Post 690858)
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.

+1, Even without GoR, Tartarians are great thugs on their own.


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