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October 9th, 2005, 04:14 AM
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General
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Join Date: Nov 2000
Posts: 3,013
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Thanked 25 Times in 22 Posts
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Re: Conceptual Balance Mod 5.0
Quote:
PDF said:
About Ivy Kings and Ogres, it's exactly the problem.
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Why do so many people think that vine ogres are so dangerous when they are only slightly more useful than the infinite skeletons from raise skeleton?
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ID/AD are still very powerful, and too easy to get by non blood nations, I suggest to make them B4W3/B4F3.
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A SC without effective lifedraining can be taken out quite easily by your elite national troops. The devil commanders can never be made 0 encumbrance, so they will always tire out eventually.
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October 9th, 2005, 05:44 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: Conceptual Balance Mod 5.0
Quote:
Graeme Dice said:
A SC without effective lifedraining can be taken out quite easily by your elite national troops. The devil commanders can never be made 0 encumbrance, so they will always tire out eventually.
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Not quite, properly equipped (including regeneration and reinvigorating), few national troops alone would be capable of defeating them.
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October 9th, 2005, 07:26 PM
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Colonel
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Re: Conceptual Balance Mod 5.0
hordes of mindblast ......
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October 10th, 2005, 03:11 AM
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General
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Join Date: Nov 2000
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Re: Conceptual Balance Mod 5.0
Quote:
quantum_mechani said:
Not quite, properly equipped (including regeneration and reinvigorating), few national troops alone would be capable of defeating them.
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You would have some trouble covering both regeneration and reinvigoration without leaving them open to elemental or MR based attacks attacks though.
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October 10th, 2005, 03:21 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: Conceptual Balance Mod 5.0
Quote:
Graeme Dice said:
Quote:
quantum_mechani said:
Not quite, properly equipped (including regeneration and reinvigorating), few national troops alone would be capable of defeating them.
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You would have some trouble covering both regeneration and reinvigoration without leaving them open to elemental or MR based attacks attacks though.
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Certainly, but still, elite troops alone won't usually cut it.
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October 10th, 2005, 05:29 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
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Re: Conceptual Balance Mod 5.0
Btw:
Milita #18 still has 2 shields in CBM 5.0 !!
Obviously, there's some ordering of the slots involved, and equipment seemingly does not have a 'type': The shield from the mod overwrote the helmet, but didn't erase the shield already there. So, if you wish to alter the equipment of a given unit, list all of it's intended equipment in the mod. Maybe even clear the unit completely...
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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October 10th, 2005, 11:35 AM
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National Security Advisor
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Re: Conceptual Balance Mod 5.0
Quote:
Arralen said:
Btw:
Milita #18 still has 2 shields in CBM 5.0 !!
Obviously, there's some ordering of the slots involved, and equipment seemingly does not have a 'type': The shield from the mod overwrote the helmet, but didn't erase the shield already there. So, if you wish to alter the equipment of a given unit, list all of it's intended equipment in the mod. Maybe even clear the unit completely...
<snip image>
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Well, you learn something new everyday. I didn't know this could happen.
Clearing the unit completely is not usually necessary. However, weapons and armor must be reassigned. This assumes that there is going to be the same or greater number of weapons or armor, or this sort of thing results.
I'm not sure about the weapons, but it certainly seems that way for armor. I had assumed that the first #armor command for a specific monster nullifies previous armor assignments, but apparently the #clear command must be used. This is again something that the modding manual is silent on.
Edi
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October 10th, 2005, 12:03 PM
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Second Lieutenant
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Re: Conceptual Balance Mod 5.0
The #armor command seems to work in the following way:
When modifying a unit the first #armor command overrides the first slot(usually a helmet), the second command the second armor slot(usually the armor), the third command the third slot( the shield usually).
It doesn´t matter what kind of armor it is, you can easily give a unit three helmets.You can´t assign more than 3 armor s though.
So for modding purposes you always have to list all the intended armor, except when you only want to modify the helmet, or you only want to modify the helmet and the armor.
But to avoid mistakes I´d always list the full intended equipment.
#Weapon seems to work the same way, but you can assign 4 weapons to a unit.
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