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July 17th, 2009, 12:32 PM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
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Re: Conceptual Balance Mod 1.5
Luck is already boosted in CBM.
Do you want a bigger boost?
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July 17th, 2009, 12:46 PM
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Sergeant
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Join Date: Aug 2008
Posts: 337
Thanks: 1
Thanked 13 Times in 7 Posts
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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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July 18th, 2009, 12:36 AM
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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
Seems you really can't please everyone, I've recently had requests to remove the boost to luck.
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July 18th, 2009, 08:43 AM
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First Lieutenant
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Join Date: Jun 2006
Location: Sacramento, CA
Posts: 729
Thanks: 66
Thanked 6 Times in 6 Posts
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Re: Conceptual Balance Mod 1.5
I like it just the way it is.
__________________
Power is an illusion...
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July 18th, 2009, 09:27 AM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
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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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July 18th, 2009, 02:13 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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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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July 23rd, 2009, 03:32 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
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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July 23rd, 2009, 03:42 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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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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July 23rd, 2009, 04:10 AM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
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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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July 23rd, 2009, 06:49 AM
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Corporal
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Join Date: Jan 2009
Location: Modena, Italy
Posts: 192
Thanks: 27
Thanked 21 Times in 10 Posts
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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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