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				January 7th, 2010, 10:44 AM
			
			
			
		  
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				Re: Nations under CBM 1.6
			 
             
			
		
		
		
		As was hinted at above it seems really odd to me that the spiders (black and brown) have different bite damage depending on whether they have riders or not. That makes no sense. It's the same spider, it should be the same bite.  
 
It won't make a big difference in terms of balance, but the riderless spiders getting the higher damage would be nice. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				January 7th, 2010, 12:41 PM
			
			
			
		  
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				Re: Nations under CBM 1.6
			 
             
			
		
		
		
		Also on the MA Ulm issue, even making that 10% F/S/A random on master smiths a 100% one would be a good asset, compared to what they get now. In addition to reducing the cost/requirements of Iron angels. 
 
I know that QM is reluctant to add new content, such as spells, so reducing enc of the ulm blacksteel armors by 1 or 2 would create the same effect. Though that would make the ulmish full chains useless, so they would require some looking into also. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				January 7th, 2010, 12:48 PM
			
			
			
		  
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				Re: Nations under CBM 1.6
			 
             
			
		
		
		
		Could reduce enc on the blacksteels but increase resource cost even more. That would make the units distinct. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				January 10th, 2010, 12:13 PM
			
			
			
		  
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				Re: Nations under CBM 1.6
			 
             
			
		
		
		
		How fares MA Man in CBM 1.6?- In vanilla it is weak, has that improved? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				January 10th, 2010, 04:26 PM
			
			
			
		  
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				Re: Nations under CBM 1.6
			 
             
			
		
		
		
		
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					Originally Posted by  Sombre
					 
				 
				Could reduce enc on the blacksteels but increase resource cost even more. That would make the units distinct. 
			
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 Agree. It seems like a logical way to do it.  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				January 10th, 2010, 05:32 PM
			
			
			
		  
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				Re: Nations under CBM 1.6
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				
					Originally Posted by  WraithLord
					 
				 
				How fares MA Man in CBM 1.6?- In vanilla it is weak, has that improved? 
			
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 In CBM 1.6 they just got Wardens/Warden Lords recruit-everywhere, so they have a really stepped up stealth-raiding force. You still can't trust ever getting a Crone with E2 or W2, but the chances are way better than in vanilla. 
 
It's hard to tell if they're still weak, though.  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				January 11th, 2010, 01:47 AM
			
			
			
		  
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				Re: Nations under CBM 1.6
			 
             
			
		
		
		
		
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					Originally Posted by  WraithLord
					 
				 
				How fares MA Man in CBM 1.6?- In vanilla it is weak, has that improved? 
			
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 I would say they are certainly still one of the weaker nations in the game. Certainly recruit-everywhere wardens helps, but it's not quite enough.  
		
	
		
		
		
		
		
		
			
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				January 11th, 2010, 01:57 AM
			
			
			
		  
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				Re: Nations under CBM 1.6
			 
             
			
		
		
		
		Its debatable that CBM actually weakens Man a little, since it moved Flaming Arrows to ench 5. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				January 11th, 2010, 03:14 AM
			
			
			
		  
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				Re: Nations under CBM 1.6
			 
             
			
		
		
		
		That's strange. I fired up a test game with MA Man under CBM 1.6 and didn't see wardens at all. Were they removed from the capital? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				January 11th, 2010, 11:21 AM
			
			
			
		  
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				Re: Nations under CBM 1.6
			 
             
			
		
		
		
		You must have had a mod conflict (or anything...) because I could swear (almost    ) I've seen them as recruit anywhere troops. 
 
I'm perfectly sure you can't have a troop recruitable everywhere but not in the capital !  
		
	
		
		
		
		
		
		
			
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