|
|
|
 |
|

November 25th, 2009, 02:07 PM
|
First Lieutenant
|
|
Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
Thanks: 133
Thanked 78 Times in 46 Posts
|
|
Re: Conceptual Balance Mod 1.6
You could change it so that the 1st commander is a priest and the 2nd a mage.
edit:
Some other thing - why have you made carcator so cheap?
I've always found him perfectly useable (he's basically a better demilich without the ability to cast gemcosting spells but with the ability to teleport for free on defense and practically immortal outside your dom if you let the commander carrying him return/retreat - and he can beat PD on his own unless that's focused on archers).
Last edited by Illuminated One; November 25th, 2009 at 02:16 PM..
|

November 25th, 2009, 09:17 PM
|
 |
General
|
|
Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
|
|
Re: Conceptual Balance Mod 1.6
Quote:
Originally Posted by kianduatha
With Dom10, or without?
|
Can't check now, I think it was 10. Small chance it was 9. Attacking from a friendly dominion province (2 or 3 IIRC) into Machaka's cap. Ate a ton of javelins, got a limp (or crippled), and some Hoplites made it through the crowd to finish the Wyrm off.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
|

November 25th, 2009, 06:01 PM
|
 |
Second Lieutenant
|
|
Join Date: Jan 2009
Location: Ellicott City, MD
Posts: 401
Thanks: 15
Thanked 18 Times in 13 Posts
|
|
Re: Conceptual Balance Mod 1.6
Oh, you mean lesser horrors. I thought you meant regular horrors. :x
|

November 25th, 2009, 10:52 PM
|
BANNED USER
|
|
Join Date: Mar 2009
Location: Seattle
Posts: 868
Thanks: 56
Thanked 42 Times in 33 Posts
|
|
Re: Conceptual Balance Mod 1.6
i wish i coulda seen that battle.  trumanator was subbing for me that particular turn. lol.
|

December 2nd, 2009, 04:56 AM
|
BANNED USER
|
|
Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
|
|
Re: Conceptual Balance Mod 1.6
Forgive me if I'm displaying my lack of modding knowledge, but there seems to be a lot of instances where you have #__ immediately followed by #end. Is there a reason for this? Also, when can we expect a full changelog?
|

December 7th, 2009, 02:51 AM
|
Second Lieutenant
|
|
Join Date: Jun 2009
Posts: 403
Thanks: 15
Thanked 28 Times in 21 Posts
|
|
Re: Conceptual Balance Mod 1.6
What do people think of the midget masher, now that there's been some time to use it? Has anyone bothered to use one?
I keep on thinking it'd be a great idea to put on something big, like a giant or a Basalt King. Then I realize that 22 strength -15 is only 7, and 7 doubled is only 14 damage--not enough to punch through anything's armor. Add to that it being a 2-handed weapon...why would you use it? I mean, it sounds perfect for an Ettin(now there's an idea, boost Earth by letting us summon Ettins!), but that's about the only thing that would use a Midget Masher.
Compare it to Gloves of the Gladiator, which just wrecks entire squares of troops. I think Midget Masher can be buffed to at least -10 damage instead of -15. That way you could maybe kill Militia (or Burgmeister Guards) in one hit. Armor piercing(or even armor negating) would also make a lot of sense, seeing as you are just smashing the entire square and armor doesn't really help against that.
|

December 7th, 2009, 09:20 AM
|
National Security Advisor
|
|
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
|
|
Re: Conceptual Balance Mod 1.6
Yeah, I also think -15 makes it a bit disappointing. I can see qm was trying to be careful not to make an overpowerful monster of a weapon, but being as it's two-handed and rather situational I reckon there's some room for increasing the damage slightly.
|

December 7th, 2009, 03:25 PM
|
BANNED USER
|
|
Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
|
|
Re: Conceptual Balance Mod 1.6
Its good for a fair number of SC pretenders.
|

December 7th, 2009, 04:36 PM
|
Second Lieutenant
|
|
Join Date: Jun 2009
Posts: 403
Thanks: 15
Thanked 28 Times in 21 Posts
|
|
Re: Conceptual Balance Mod 1.6
Could you enlighten me as to which SC pretenders? I mean, it'd be just fine for a Colossal Fetish or Cyclops or something, but it's still not as good as just putting on Boots of the Behemoth. You would need to be hitting smaller targets anyways--might as well trample multiple squares of them(and deal more damage!)
|

December 7th, 2009, 05:37 PM
|
BANNED USER
|
|
Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
|
|
Re: Conceptual Balance Mod 1.6
Trample will rack up your fatigue very fast. I find its useful for really any large SC chassis w/hands, such as Risen Oracle, Cyclops, Father of Winters, etc.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|