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  #1  
Old September 22nd, 2009, 02:53 AM
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Jarkko Jarkko is offline
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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by Valerius View Post
QM, any chance of some help for Eriu? I play them a lot so I'm biased but a while back you rated nations and I think on your own scale you rated them as weak. Great raiders only take you so far...

Edit: and Eriu is a clam capable nation so they should get compensation for eliminating gem gens.
Eriu can now take advantage of the wonderful naiad warriors. While not replacing the end-game clammin ability, a front of 30 naiad warriors who have fog warriors cast on them is just *mean*, and gives Eriu helluvalots of staying power.
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  #2  
Old September 22nd, 2009, 02:13 AM
Squirrelloid Squirrelloid is offline
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Default Re: Conceptual Balance Mod 1.6

Well, some nations are supposed to run on 'free' units. LA C'tis and LA Ermor are prime examples - its not free if it takes mage turns to call them. (Ie, animating undead with undead priests, or calling gibbodai with the EA Rlyeh priests).
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Old September 22nd, 2009, 02:39 AM

iceboy iceboy is offline
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Default Re: Conceptual Balance Mod 1.6

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Originally Posted by Squirrelloid View Post
Well, some nations are supposed to run on 'free' units. LA C'tis and LA Ermor are prime examples - its not free if it takes mage turns to call them. (Ie, animating undead with undead priests, or calling gibbodai with the EA Rlyeh priests).
Yes I have no problem with these type of situations...
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Old September 22nd, 2009, 03:52 AM

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Default Re: Conceptual Balance Mod 1.6

Yea, all the way to the first Golem they encounter.
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  #5  
Old September 22nd, 2009, 04:36 AM
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Default Re: Conceptual Balance Mod 1.6

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Originally Posted by Kuritza View Post
Yea, all the way to the first Golem they encounter.
Seems that Golems are just a waste of 30 astral gems unless supported by a proper army. Hero bladed thugs everywhere, and they just *love* to meet Golems (have your Golem yet met five flying banes with hero blades? it's not pretty if you're the golem...). It's not good to be a lone Golem these days, and without clams it is quite hard to amass Golems, so the only way is to have a real army along the few golems you can afford.
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  #6  
Old September 22nd, 2009, 04:34 AM

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Default Re: Conceptual Balance Mod 1.6

P.S.

Oh well. Actually, I am tempted to play one game with CBM 1.6 after all, to check Eriu with no gem gens. It may well be that Eriu will actually be stronger without them, with recruitable thugs and all.
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  #7  
Old September 22nd, 2009, 04:57 AM

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Default Re: Conceptual Balance Mod 1.6

Didnt see these 'hero blades' yet. New weapon, custom made to slay SCs?
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  #8  
Old September 22nd, 2009, 06:24 AM
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Default Re: Conceptual Balance Mod 1.6

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Originally Posted by Kuritza View Post
Didnt see these 'hero blades' yet. New weapon, custom made to slay SCs?
From the first post of this thread:
Quote:
New forgable item added: Hero's Blade, 2e, const level 2 to forge. Mostly similar to sword of sharpness except on hit it does 15 extra ap damage to most enemies, and 45 ap to larger enemies.
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Old September 22nd, 2009, 10:55 AM

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Default Re: Conceptual Balance Mod 1.6

Lets hear it for Hoburg Champions!
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Old September 22nd, 2009, 10:57 AM

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Default Re: Conceptual Balance Mod 1.6

Good work with the new CBM QM,

Something that caught my eye couple of weeks ago is why the Clockwork Horror exhaust "ability" hasn't been changed in the CBM so far. Maybe it has been discussed in some of the earlier version release notes.. Recently I've just been wondering with friends if the whole exhaust 15 is really necessary for them and would the drop to exhaust 10 or even 5 make them that much more powerful?
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