.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

ATF: Armored Task Force- Save $8.00
War Plan Pacific- Save $8.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #641  
Old April 11th, 2010, 07:20 AM
Burnsaber's Avatar

Burnsaber Burnsaber is offline
Colonel
 
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
Burnsaber is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

I just got an idea to make the Panganea and Man spell songs to actually do something. Currently those spells are just too niche to really do anything (except for Soothing Song, it can occasionlly be useful). What if we made them into "cloud" spells that lasted say 2 turns? The current AoE's could be reduced and still have them useful. I admit that there are some spells that could be problematic (Tune of Growth mostly), but you could make it "def resists" to keep it balanced. I think it's not much of a strecth to assume that the haunting melody of the song could have an effect even after the caster has "stopped" singing.
Reply With Quote
  #642  
Old April 11th, 2010, 12:45 PM

pyg pyg is offline
BANNED USER
 
Join Date: Jan 2009
Location: a small farm
Posts: 340
Thanks: 73
Thanked 103 Times in 42 Posts
pyg is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

Minor request: Could the Hero Blade be renumbered higher, say like 850 or so. This would make combineMods.py work better with it without having to figure out a crazy multi-line regex for one item in one mod.

Last edited by pyg; April 11th, 2010 at 01:13 PM..
Reply With Quote
  #643  
Old April 11th, 2010, 01:10 PM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

Did anyone ever actually bother to do a chopped up version of CBM 1.6 to Pretenders, Spells, Nations, Heroes etc?

If they didn't, I've got a chopped up version though all components use the CBM Complete banner and some have been mashed together (like Pretenders & Scales). Also placed the CBM Indies in a separate mod so that it's easier to use Better Independents with the other parts.

If anyone is interested in making the banners for the separate pieces, it'd be trivial to post them.


Also, one note of complaint:

Any weapons and armor definitions should be at the very beginning of the mod before any monster or spell modifications. This helps avoid mod bugs. Especially in a project like CBM where not everyone wants to use everything, it would be easiest if that section was first, because then copying and pasting it to all the necessary chopped up sections (Pretenders, Nations, Spells, Independents) would be much easier.

As it is, chopping things up was a real hassle yesterday.
Reply With Quote
  #644  
Old April 11th, 2010, 07:48 PM

Calahan Calahan is offline
BANNED USER
 
Join Date: Nov 2007
Location: San Francisco, nr Wales
Posts: 1,539
Thanks: 226
Thanked 296 Times in 136 Posts
Calahan is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

A call for opinions.....

Assuming this is possible for CBM to do, what do people think about the idea of swapping LA Man's starting gem income of 2 Nature gems for something they can actually use instead.

Since having now checked to be sure, it appears LA Man are the only nation in the game who have a starting gem income that does not match any of the paths on their national mages. This seems mighty odd to me, as they'd surely be better off starting with Fire, Astral or Earth income instead of the Nature they currently have (to go with the 2 Air they also get).

Plus this change would bring them back in line with the matching "starting gem income-national mage" relationship that is standard for every other nation.
Reply With Quote
  #645  
Old April 12th, 2010, 03:13 AM

Festin Festin is offline
Corporal
 
Join Date: Oct 2008
Posts: 162
Thanks: 13
Thanked 7 Times in 5 Posts
Festin is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

Will the next version of CBM actually ever be released? To me, it looks like this excellent mod was forsaken by its creator. Any news from him?
Reply With Quote
  #646  
Old April 12th, 2010, 04:29 AM

Digress Digress is offline
Second Lieutenant
 
Join Date: Feb 2007
Location: Sydney, Australia
Posts: 437
Thanks: 18
Thanked 2 Times in 2 Posts
Digress is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

Have blood sites been removed somehow or am I just really unlucky ?

I haven't found a single blood site in two games playing with the current version of CBM.
Reply With Quote
  #647  
Old April 12th, 2010, 04:34 AM
Globu's Avatar

Globu Globu is offline
Corporal
 
Join Date: Apr 2009
Location: California
Posts: 176
Thanks: 71
Thanked 49 Times in 25 Posts
Globu is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

Not in my experience. I've been getting them with CBM in a number of SP games.
Reply With Quote
  #648  
Old April 12th, 2010, 05:39 AM

Digress Digress is offline
Second Lieutenant
 
Join Date: Feb 2007
Location: Sydney, Australia
Posts: 437
Thanks: 18
Thanked 2 Times in 2 Posts
Digress is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

Just my luck then ... damn.
Reply With Quote
  #649  
Old April 12th, 2010, 08:39 AM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by Calahan View Post
A call for opinions.....

Assuming this is possible for CBM to do, what do people think about the idea of swapping LA Man's starting gem income of 2 Nature gems for something they can actually use instead.

Since having now checked to be sure, it appears LA Man are the only nation in the game who have a starting gem income that does not match any of the paths on their national mages. This seems mighty odd to me, as they'd surely be better off starting with Fire, Astral or Earth income instead of the Nature they currently have (to go with the 2 Air they also get).

Plus this change would bring them back in line with the matching "starting gem income-national mage" relationship that is standard for every other nation.

They might be considered an exception that proves the rule, like pythium getting 8 gems in MA.

But then I think pythium should be taken down to 5 gems as well.
Reply With Quote
  #650  
Old April 12th, 2010, 09:39 AM
Stavis_L's Avatar

Stavis_L Stavis_L is offline
Second Lieutenant
 
Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
Stavis_L is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by Calahan View Post
A call for opinions.....

Assuming this is possible for CBM to do, what do people think about the idea of swapping LA Man's starting gem income of 2 Nature gems for something they can actually use instead.

Since having now checked to be sure, it appears LA Man are the only nation in the game who have a starting gem income that does not match any of the paths on their national mages. This seems mighty odd to me, as they'd surely be better off starting with Fire, Astral or Earth income instead of the Nature they currently have (to go with the 2 Air they also get).

Plus this change would bring them back in line with the matching "starting gem income-national mage" relationship that is standard for every other nation.
For balance, sure, makes sense.

For thematic reasons, though, there should definitely be nature income because after all, it's basically sites taken over from the now departed Tuatha. The fact that the impudent usurping humans don't comprehend how to best use and control the ancient faerie magics is perfectly appropriate.

I oppose this on thematic grounds.
__________________
A nation mod I created:
Mistica: A Magocratic Police State
Micro-mods by me you might find useful:
Brainless Soulless - a fix for Life after Death/Ankh "exploit", Bogarus Scout Fix
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:52 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.