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May 29th, 2009, 11:05 AM
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Sergeant
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Join Date: Oct 2006
Location: Milwaukee, WI
Posts: 376
Thanks: 14
Thanked 6 Times in 6 Posts
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Re: Conceptual Balance Mod 1.5
I didn't check the thread to see if anyone else mentioned this, but there's a typo (I assume) in the .dm file. Shade beasts cost 70 gems right now.
In any case, thanks for this great mod, I've been playing it quite a lot lately.
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June 7th, 2009, 11:17 PM
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Private
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Join Date: Nov 2000
Posts: 43
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Conceptual Balance Mod 1.5
I found a discrepancy between the CBM 1.5 readme and the actual spell, and I don't know which is wrong.
The readme shows:
-Call Horror-
Fatigue: 200 (300)
Gem cost: 2 (3)
Blood magic needed: 2 (3)
Astral magic needed: 2 (3)
Research level: 5 (6)
However, Call Horror is actually in the game as a Blood level 4, not level 5, spell.
__________________
"You can have peace. Or you can have freedom. Don't ever count on having both at once." - Robert A. Heinlein
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June 16th, 2009, 02:36 PM
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Sergeant
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Join Date: Jan 2009
Location: Reno, NV
Posts: 353
Thanks: 10
Thanked 14 Times in 6 Posts
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Re: Conceptual Balance Mod 1.5
I was playing EA Atlantis a bit, and noticed that the description of the War Shambler says they are equipped with Coral Glaives, while their weapon is Coral Spear. The same discrepancy exists in vanilla.
That'd give them +6 damage for the cost of 1 attack and defense score. Giving them a glaive and increasing their attack score should help their mediocre combat troops. Or just remove those penalties from the coral glaive.
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June 28th, 2009, 03:31 AM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
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Re: Conceptual Balance Mod 1.5
CBM1.5 cut the seduction rating of all units except satyrs in half, so that the ratings are now below what they were in the vanilla game. (And once again, seduction never works).
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June 29th, 2009, 03:14 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Conceptual Balance Mod 1.5
Quote:
Originally Posted by chrispedersen
CBM1.5 cut the seduction rating of all units except satyrs in half, so that the ratings are now below what they were in the vanilla game. (And once again, seduction never works).
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Standard (vanilla) seduce value is 10, most seducers got changed to 12.
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June 29th, 2009, 04:21 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
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Re: Conceptual Balance Mod 1.5
As far as I saw, they all got cut to 12, except satyrs. I don't undestand the logic of that at all. Regardless, the combination of the MR check and then the seduction check means that once again seduction never works. I got 2 hits out of 54 attempts with oreiads.
A creature with a +5 awe due to beauty, should probably succeed more often than 2/54.
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