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  #1  
Old July 17th, 2009, 12:32 PM
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Default Re: Conceptual Balance Mod 1.5

Luck is already boosted in CBM.

Do you want a bigger boost?
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  #2  
Old July 17th, 2009, 12:46 PM

Alpine Joe Alpine Joe is offline
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Default Re: Conceptual Balance Mod 1.5

Yes, I should have clarified, I think Luck needs a bigger boost, or order a nerf for turmoil/luck to be worthwhile for most nations.
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  #3  
Old July 18th, 2009, 12:36 AM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.5

Seems you really can't please everyone, I've recently had requests to remove the boost to luck.
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  #4  
Old July 18th, 2009, 08:43 AM
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Default Re: Conceptual Balance Mod 1.5

I like it just the way it is.
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  #5  
Old July 18th, 2009, 09:27 AM
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Default Re: Conceptual Balance Mod 1.5

I can't really think of a good reason to remove the boost to luck, as it still doesn't seem to persuade most players out of Order/Misfortune.
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  #6  
Old July 18th, 2009, 02:13 PM

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Default Re: Conceptual Balance Mod 1.5

I also like it the way it is. I think the fact luck isn't popular doesn't necessarily mean it's underpowered - when I've used it the results have been satisfactory.
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  #7  
Old July 23rd, 2009, 03:32 AM

chrispedersen chrispedersen is offline
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Default Re: Conceptual Balance Mod 1.5

Two possible suggestions:

1. Some heros for some nations are replicated across ages. In a multiage game this precludes one nation from getting them, if a different nation already has. Can each nations hero be given a different monster number. Ie., its not hard to use the copy function.

2. In the interests of conserving head room, perhaps a script could be written that strips monsters, weapons etc out if they nation using them is not in play.

ie., if Abysian isn't in use all modded abysian monsters, weapons, heros etc can be deleted.
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Old July 23rd, 2009, 03:42 AM

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Default Re: Conceptual Balance Mod 1.5

1. Are you sure that's true? Just because those ids are referred to by hero commands doesn't mean they're unique. I wouldn't think they'd interfere with each other. But if you've tested, fair enough.

2. What does that have to do with cbm?
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  #9  
Old July 23rd, 2009, 04:10 AM
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Default Re: Conceptual Balance Mod 1.5

wrt part 2, that seems totally unnecessary. CBM uses 53 mosterIDs, 16 weaponIDs and 25 armorIDs. That's less than some nation mods (well, not the armour slots, but you'd need to be running an amazing number of mods to use the other 175), and there's demonstrably no absolute shortage of headroom currently - see my sig for said demonstration.
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  #10  
Old July 23rd, 2009, 06:49 AM
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Default Re: Conceptual Balance Mod 1.5

Hi, I had a thought a moment ago while playing an SP game: what about giving the standard independent commanders map move 1?
It might actually make national troop leaders worthy of recruiting under some circumstances, because as of now they are quite worthless.
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