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  #21  
Old October 14th, 2012, 11:30 PM

YellowCactus YellowCactus is offline
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Default Re: Conceptual Balance Mod 1.94 released!

I think the Gorgon is overpowered. Give it a shield, order it to attack...and that thing can't be stopped by Indies.

Maybe take away flying ability..????
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  #22  
Old October 16th, 2012, 10:54 AM

earcaraxe earcaraxe is offline
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Default Re: Conceptual Balance Mod 1.94 released!

the same reasoning can be applied to about 20 other pretenders...
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  #23  
Old October 16th, 2012, 11:45 AM
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Default Re: Conceptual Balance Mod 1.94 released!

The gorgon is fine as it is.
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  #24  
Old October 19th, 2012, 12:48 AM

BewareTheBarnacleGoose BewareTheBarnacleGoose is offline
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Default Re: Conceptual Balance Mod 1.94 released!

Not sure if this was already mentioned- Why is the amphiptere summoned by "summon amphiptere" a commander now?
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  #25  
Old October 25th, 2012, 07:03 PM

Debaser8 Debaser8 is offline
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Default Re: Conceptual Balance Mod 1.94 released!

LA Caelum's "Last Crafter" hero is broken, see below:

---enable high seraphine mummy
#selectnation 59
#hero1 2792 -- Last Crafer
#hero2 557 --Harab Seraphine
#multihero1 2838 -- Eagle King Mummy
#end
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  #26  
Old October 29th, 2012, 04:43 PM

Deathjester Deathjester is offline
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Default Re: Conceptual Balance Mod 1.94 released!

Quote:
Originally Posted by earcaraxe View Post
the same reasoning can be applied to about 20 other pretenders...
.. and those are cheaper than the Gorgon, which comes with a hefty price tag.
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  #27  
Old October 29th, 2012, 08:42 PM

jBrereton jBrereton is offline
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Default Re: Conceptual Balance Mod 1.94 released!

I'm not sure how 'valid' any balance suggestions someone who only ever plays SP are, but here goes:

Could Bogarus' Lady Midday summon perhaps get a couple more hitpoints?

As it stands, if the poor girl gets winged by a stray arrow (which I'm sure we all know is A Thing That Happens), she instantly pops, and you basically lose a mage's whole turn of summoning. If the intention of the mod is to make everything Kinda Useful, then yeah, two or so hitpoints more would be nice, or perhaps moving the cast a stage or two up the research tree and doubling them to fourteen while increasing the gem cost?

Hope that wasn't unreasonable. Sorry if it was.
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  #28  
Old November 2nd, 2012, 03:04 PM

kianduatha kianduatha is offline
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Default Re: Conceptual Balance Mod 1.94 released!

Nah, that was very reasonable! I don't personally play Bogarus enough to comment, but I'll ask around and see what peoples' thoughts are on her.
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  #29  
Old November 8th, 2012, 02:09 PM

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Default Re: Conceptual Balance Mod 1.94 released!

Hi.
I recently downloaded CBM 1.94 and unzipped it into my Dominions 3 Mod folder.
A sub-folder "CBM_Sprites" and two files were created in that directory, "CB1.94 Forging reference" and "CB1.94.dm".
I started Dominions 3, clicked Preferences then Mod Preferences and selected "Conceptual Balance Complete (1.94). It then showed as "Enabled".
However, when I started a new game in Dominions 3, the program crashed with the error message "Bad #selectweapon command".

Sorry if this is explained elsewhere but I've been searching the forum with no luck.
What am I doing wrong?
Thanks in advance.
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  #30  
Old November 8th, 2012, 03:10 PM
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Default Re: Conceptual Balance Mod 1.94 released!

Did you install the latest patch? What OS are you on?
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