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  #1  
Old January 5th, 2012, 11:03 PM

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

Something along the lines of cleansing waters would be especially welcome, since most UW nations have powerful water magic and don't really have astral.
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  #2  
Old January 5th, 2012, 11:52 PM

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Default Re: Conceptual Balance Mod v1.92

Say, is there anywhere I can find some stats on the summons added in CBM 1.92? Just wondering what I'm getting (or will be getting).
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  #3  
Old January 6th, 2012, 12:10 AM

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Default Re: Conceptual Balance Mod v1.92

look in the mod file?
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Old January 7th, 2012, 06:36 AM

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Default Re: Conceptual Balance Mod v1.92

Oh yeah, one more "can't cast underwater" weirdness is that you can't cast darkness. What's that about?
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  #5  
Old January 7th, 2012, 11:39 PM

Shangrila00 Shangrila00 is offline
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Default Re: Conceptual Balance Mod v1.92

Is there any reason the LA ULm Guardian hero is map move 1? He was mapmove 2 in vanilla, and it would only make sense seeing as how he's the first and leader of the Ghoul Guardians who are all mapmove 2 themselves. As it is now, it's not very thematic leading Guardians with Banes, Mound Kings, or God forbid, Fortune Tellers when you have their commander who's too slow to keep up.
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Old January 8th, 2012, 08:23 AM
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Default Re: Conceptual Balance Mod v1.92

Quote:
Originally Posted by shatner View Post
Oh yeah, one more "can't cast underwater" weirdness is that you can't cast darkness. What's that about?
Same reason that you can't cast solar brilliance. You're too deep! That said the UW dark citadel should have auto darkness much like the cave city.
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Old January 9th, 2012, 01:35 PM

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

The argument for not being able to cast star/brightness spells underwater has been that there is too much intervening water for the light to reach that far down. That's a reasonable argument aside from the fact that you can still cast Light of the Northern Star underwater. However, it is not consistent with the game overall.

If fighting underwater is so deep that light from the surface can't reach you... then you are already fighting in darkness and the effect should be auto-cast. If light from the surface can reach you underwater, then casting a spell (darkness) which blocks that light should have the effect of plunging the battlefield into darkness. Either way, darkness should work underwater.
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Old January 10th, 2012, 08:21 PM

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

Ideally deep sea provinces would have auto darkness like caves and normal sea provinces should be like land.
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  #9  
Old January 12th, 2012, 07:01 PM
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Default Re: Conceptual Balance Mod v1.92

Hey, EA Oceania, I like most of the changes, but the addition of the Triton Queen has me stumped. On first glance thug or baby SC chassis, BUT, she seems to have low astral? I summoned a couple and they ranged from S1 to S2. Now she's 55 water gems and with that astral she's just asking to be magic dueled to death, so realistically why would one summon her?

She either needs 0 astral or needs a price change imo - perhaps both? Water gems for EA O are pretty tight, and Grendels/Wendigo's are cheaper and with the right pretender set up easy to get, so once again why would one summon her?
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Old January 25th, 2012, 05:46 PM
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Default Re: Conceptual Balance Mod v1.92

Hi, do you all know that Helheims dwarves have a crafting bonus!

That means skull mentors are cheap...

While I like it, it seems to me a bit overpowered...

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