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  #81  
Old October 9th, 2011, 03:49 AM

rdonj rdonj is offline
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Default Re: Adept's Balance Mod 1.00 ready

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Originally Posted by Adept View Post
It's hardly a miracle weapon. Actually it's still pretty bad in comparison to a sword except it can help you get through heavy armour... which btw was the point why knights quite often used axes as armour got better (and later warhammers).
But knights don't use axes in dominions, they use broadswords.
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  #82  
Old October 9th, 2011, 08:43 AM
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Default Re: Adept's Balance Mod 1.00 ready

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Unit costs in Dominions (vanilla anyway) are based on the training level of the troops.
So a giant with lesser training is cheaper than a normal human with more training?
No, bigger units have a higher baseline cost. Are you just trolling here?
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  #83  
Old October 9th, 2011, 08:45 AM
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Default Re: Adept's Balance Mod 1.00 ready

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Originally Posted by Scaramuccia View Post
There is only one problem with this mod - it's name. It isn't balance mod, it is "realistic" mod or something similar.
Thanks. I have to agree. I meant a slightly different thing with the name than let's say the CBM use of the word. I was also debating the name of the mod with myself until the very end of making the banner.

I'll fix that today and post that. Sorry about the confusion. I feel the not-quite-well-thought-out name caused much needless drama.

I guess "realism mod" in all it's pretentiousness will give people the right idea?

And thanks for the support

Last edited by Adept; October 9th, 2011 at 08:57 AM..
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  #84  
Old October 9th, 2011, 08:47 AM
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Default Re: Adept's Balance Mod 1.00 ready

[quote=rdonj;785548]
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Originally Posted by Adept View Post
But knights don't use axes in dominions, they use broadswords.
This is true, but the weapons are the basis of nation mods as well. This makes it more fun, at least for me, to create nations with more varied weaponry.

I'm going to want to make a late age (and early age) version of the Independent Kingdom mod for instance, and now that you mention it, axe armed heavy cavalry sounds like something I should try ...not to mention anti-heavy-armour troops using hammers.

The Sonnenkinder mercs are quite interesting under this mod. Their effectiveness is mostly unchanged, but the anti armour weapons can come handy occasionally.
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  #85  
Old October 15th, 2011, 05:37 PM
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Default Re: Adept's Balance Mod 1.00 ready

There we go. Name shortened to Adept's Mod to avoid confusion. v 1.10 should be definite now, unless somebody finds and reports a bug.

If somebody can tell mow how to change the name of the thread, I'll fix it there as well.
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  #86  
Old October 17th, 2011, 09:37 AM
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Default Re: Adept's Balance Mod 1.00 ready

First press edit, in the edit window there is a button named "go advanced" next to the save button, press that and you can edit the title of teh thread.
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  #87  
Old October 19th, 2011, 07:22 AM
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Default Re: Adept's Mod (weapon, magic and monster changes)

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  #88  
Old November 17th, 2012, 12:40 PM
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Default Re: Adept's Mod (weapon, magic and monster changes)

Hmm, I think I missed out something obvious when doing this.

Currently I think that the price of hiring militia should be dropped from 7 to 5 gold. That way it would actually be worth it sometimes to get militia instead of properly trained infantry. Currently militia is just practically never worth the purchase and the upkeep.
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  #89  
Old November 18th, 2012, 01:25 AM

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Default Re: Adept's Mod (weapon, magic and monster changes)

i've longed for the pivotal moment when militia rush would become a viable strategy
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  #90  
Old November 18th, 2012, 04:18 PM
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Default Re: Adept's Mod (weapon, magic and monster changes)

Do i smell sarcasm or is it just the pair of socks im wearing ?
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