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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 February 29th, 2012, 03:49 PM

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

One of the good things CBM has done is provide counters to rush attempts, whether they be general changes or boosts to specific nations. It's not much fun to get steamrolled by a heavy bless early and not have much you can do about it. But one side effect of this and other changes is that I think the scales + magic diversity and/or light bless build is better than ever.

What about reducing the gold bonus/penalty of each tick of the scales by 1? So order would be +/-5, production +/-3, and growth +/-1. This isn't a huge change and I expect scales builds would still be optimal but if someone wanted to try a heavy bless it would be a bit easier to justify since the discrepancy between poor scales and good scales wouldn't be quite so large.

On another note, I really like the change to the growth/death scale. Changing the percentages there really differentiates it from the other scales and I've been quite happy with the long term benefits of growth 3.
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Old March 1st, 2012, 04:38 AM

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

There's what appears to be a minor error I noticed. Late age C'tis starts with a Tomb Priest, which they can't actually recruit. That seems off.
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Old March 1st, 2012, 12:39 PM

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

Quote:
Originally Posted by Knai View Post
There's what appears to be a minor error I noticed. Late age C'tis starts with a Tomb Priest, which they can't actually recruit. That seems off.
Happens in vanilla game too, so it isn't really a CBM specific thing. Also I don't see it as a so weird thing since it fits the nation theme too and you can summon those rather easily with stock mages anyway too.
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