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  #141  
Old January 5th, 2012, 11:52 PM

dojango dojango is offline
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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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  #142  
Old January 6th, 2012, 12:10 AM

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

look in the mod file?
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  #143  
Old January 7th, 2012, 06:36 AM

shatner shatner is offline
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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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  #144  
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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  #145  
Old January 8th, 2012, 08:23 AM
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Slobby Slobby is offline
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Default Re: Conceptual Balance Mod v1.92

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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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  #146  
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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  #147  
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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  #148  
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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  #149  
Old January 25th, 2012, 05:46 PM
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Bwaha Bwaha is offline
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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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  #150  
Old January 26th, 2012, 12:11 AM

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Default Re: Conceptual Balance Mod v1.92

Quote:
Originally Posted by Slobby View Post
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?
Honestly, the Triton Queen is a throwback to Burnsaber's Underwater Gameplay Improvement Mod and was created in the context of CBM 1.6 or so. Other things have changed to make her...less needed, let's say. That being said, the low astral was there to give astral access if you didn't happen to have any on your pretender.
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