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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old April 11th, 2012, 05:34 PM

Valerius Valerius is offline
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Default Re: Conceptual Balance Mod v1.92

I also hope you don't stop posting, Executor.

Obviously people will have differences when it comes to subjective things like balance but a little civility can go a long way. And sometimes you just agree to disagree and hope llama takes your side when reviewing the matter. And be glad you don't have to deal with all this like he does.
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  #2  
Old April 11th, 2012, 06:52 PM

kianduatha kianduatha is offline
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Default Re: Conceptual Balance Mod v1.92

I think the takeaway from all this is that Ashdod can expand quite handily with its non-sacred giant troops--which is really awesome.

I don't understand why people would want Zamzummites to be cheaper rather than better mages. Especially if expansion is starting to be from actual troops instead of Adon power-hour, the next step seems to be adjusting balance to be roughly equal between Zamzummite mage-power and Adon thuggery.

Frankly, though, I have no idea how powerful Ashdod is at the moment. Nobody plays them in legit games.
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  #3  
Old April 11th, 2012, 08:07 PM

Valerius Valerius is offline
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Default Re: Conceptual Balance Mod v1.92

Quote:
Originally Posted by kianduatha View Post
I think the takeaway from all this is that Ashdod can expand quite handily with its non-sacred giant troops--which is really awesome.
This is definitely worth pointing out since CBM made those non-sacreds cheaper than vanilla. And this combines nicely with the current scales making prod more appealing than ever.

Quote:
Originally Posted by kianduatha View Post
I don't understand why people would want Zamzummites to be cheaper rather than better mages. Especially if expansion is starting to be from actual troops instead of Adon power-hour, the next step seems to be adjusting balance to be roughly equal between Zamzummite mage-power and Adon thuggery.
Because discounting their price a bit lets you afford more of them; making them better mages increases their power considerably more because you don't have to use those all important gems to open up things like banefire and drain life and even summon earthpower (combined with an E bless) for a mage that has incredible staying power. And as I mentioned, these aren't fragile mages that can't survive a late game battlefield.

Now I realize your proposal of a 25-50% chance of an extra DE pick is very different from the 100% chance they have in vanilla but those are the concerns I have about going that route.
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Old April 15th, 2012, 12:05 PM

Valerius Valerius is offline
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I was wondering what people use the great eagle for (Conj. 7, 4 A gems). It's not expensive, but the research level seems high for what it does - especially because the Roc is available at Conj. 6 (though of course it costs more and requires A4 to summon). Do they have a niche that I'm not seeing? The main thing that stands out is that they have map move 4.

Edit: I guess maybe to ferry gems and misc items around since they are actually cheaper than flying boots?
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  #5  
Old April 21st, 2012, 11:55 PM

Immaculate Immaculate is offline
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Default Re: Conceptual Balance Mod v1.92

Medallions of vengeance are now on the 'attack' line and can be used to cause a massive area of effect fire damage effect. not sure if its meant to be like that but it definitely seems broken. am i wrong? Its a construction zero item that has a five gem construction cost and it works even without the user dying now? or twice if the user does die?
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  #6  
Old April 23rd, 2012, 12:19 AM

Snacktime Snacktime is offline
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Default Re: Conceptual Balance Mod v1.92

Is there a way to run only a part of CBM? I am a relatively noob player (coming back to the game after a couple years off). I want to correct the balance of the pretenders but leave the spells and units vanilla as I have a terrible time figuring out what spells and units are good without referring to the manual and with CBM it's all different.

Anyway I seem to recall the ability to download or use only the pretender part of CBM, but that was a number of patches and versions ago.

Thanks!
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  #7  
Old April 23rd, 2012, 07:35 PM

kianduatha kianduatha is offline
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Default Re: Conceptual Balance Mod v1.92

Quote:
Originally Posted by Immaculate View Post
Medallions of vengeance are now on the 'attack' line and can be used to cause a massive area of effect fire damage effect. not sure if its meant to be like that but it definitely seems broken. am i wrong? Its a construction zero item that has a five gem construction cost and it works even without the user dying now? or twice if the user does die?
It is indeed meant to be like that. Do you have interesting tales of someone winning a game with it?
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Old April 23rd, 2012, 08:10 PM

Immaculate Immaculate is offline
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Default Re: Conceptual Balance Mod v1.92

i am getting my *** kicked by it- seems very powerful for 5g and construction zero.
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  #9  
Old April 23rd, 2012, 08:46 PM

kianduatha kianduatha is offline
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Default Re: Conceptual Balance Mod v1.92

Quote:
Originally Posted by Immaculate View Post
i am getting my *** kicked by it- seems very powerful for 5g and construction zero.
Could you give some actual details? What nation are you? Who is using them against you? With what commanders?
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  #10  
Old April 24th, 2012, 06:41 AM

bbz bbz is offline
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Default Re: Conceptual Balance Mod v1.92

Yea I assume its harder to actually make decoys for it. If someone has fire resistant army + 2-3 commanders wielding it attacking from the back. 16 AP on a AOE-8 seems to be quite a lot. (a possible suggestion tune it down to 8AP(as much as flaming weapons iirc) instead of 16) this way its not gonna be an army killed just a chaff killer.
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