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  #51  
Old September 21st, 2009, 04:43 AM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.6

MA Ulm could probably use some more help, but they can now equip black lords with Hero's Blades to counter a lot of stuff.
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  #52  
Old September 21st, 2009, 03:02 PM
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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by kianduatha View Post
I think not having the gems to spam Iron Angels nerfs them in comparison far more than, say, Tartarians(who are comparable price-wise).
Iron Angels are weaker than they would be with Blood Stones, obviously, and they aren't as good as I remembered them as.

Tartarians are more expensive (in both initial and summoning costs), but Iron Angels can't withstand much damage at all... Well, at least QM's last comment reminded me about a nifty little thing: Iron Angels are size 4! That could work well with the hero's blade.
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  #53  
Old September 21st, 2009, 04:18 PM

Valerius Valerius is offline
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Default Re: Conceptual Balance Mod 1.6

QM, any chance of some help for Eriu? I play them a lot so I'm biased but a while back you rated nations and I think on your own scale you rated them as weak. Great raiders only take you so far...

Edit: and Eriu is a clam capable nation so they should get compensation for eliminating gem gens.

Last edited by Valerius; September 21st, 2009 at 04:37 PM..
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  #54  
Old September 21st, 2009, 04:29 PM

iceboy iceboy is offline
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Default Re: Conceptual Balance Mod 1.6

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Originally Posted by quantum_mechani View Post
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Originally Posted by Sombre View Post
You can find out the ID number of a unit from Edi's database (found in his sig) or by pressing shift I on the right click screen of a unit.

You can then use mod commands found in the modding manual to alter the unit.
Thanks! How would I get the Son of Niefel to stop spawning wolves? He is not in CBM mod but in game.
You would select his monster number, #clearspec, then add back in all of his other abilities (like cold res, etc).

Also note the Vampire Queen, Ghost King, and Prince of Death spawn a few troops. Not to mention a bunch of summons with spawn.
Thanks Q! Is there a list somewhere of all the units that spawn stuff?
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  #55  
Old September 21st, 2009, 08:20 PM
Squirrelloid Squirrelloid is offline
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Default Re: Conceptual Balance Mod 1.6

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Originally Posted by iceboy View Post
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Thanks! How would I get the Son of Niefel to stop spawning wolves? He is not in CBM mod but in game.
You would select his monster number, #clearspec, then add back in all of his other abilities (like cold res, etc).

Also note the Vampire Queen, Ghost King, and Prince of Death spawn a few troops. Not to mention a bunch of summons with spawn.
Thanks Q! Is there a list somewhere of all the units that spawn stuff?
What's the big deal with a handful of freespawn? None of them make them in sufficient quantity to really matter.

Mother of Lions and Lord of the Gates both freespawn. I'm sure there are more.
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  #56  
Old September 22nd, 2009, 12:00 AM

chrispedersen chrispedersen is offline
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Default Re: Conceptual Balance Mod 1.6

Depending on the version of cbm, the spawn by the Lord of the Gates is *not* trivial.
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  #57  
Old September 22nd, 2009, 12:58 AM

iceboy iceboy is offline
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Default Re: Conceptual Balance Mod 1.6

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Originally Posted by Squirrelloid View Post
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Originally Posted by iceboy View Post
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Originally Posted by quantum_mechani View Post
You would select his monster number, #clearspec, then add back in all of his other abilities (like cold res, etc).

Also note the Vampire Queen, Ghost King, and Prince of Death spawn a few troops. Not to mention a bunch of summons with spawn.
Thanks Q! Is there a list somewhere of all the units that spawn stuff?
What's the big deal with a handful of freespawn? None of them make them in sufficient quantity to really matter.

Mother of Lions and Lord of the Gates both freespawn. I'm sure there are more.
Im trying to balance out the AI's for my single player games. All of the nations that have pretenders and units that spawn such as Lord of the Gates for Ermor just steam roll over all of the other nations.

It would not be a big deal if it were just a few free spawn but unfortunately a lot of these units begin to pile them up in droves after the game gets going.

Another example if you get two Jotun heroes as Niefel and you are cranking out 4 free hirdmen a turn. No AI nation can handle that unfortunately.

Lots of other examples like this. Ctis, Sauromatia, Ulm, among others...

I began to notice this pattern when the same nations were strongest in every single game I played.

Last edited by iceboy; September 22nd, 2009 at 01:06 AM..
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  #58  
Old September 22nd, 2009, 02:13 AM
Squirrelloid Squirrelloid is offline
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Default Re: Conceptual Balance Mod 1.6

Well, some nations are supposed to run on 'free' units. LA C'tis and LA Ermor are prime examples - its not free if it takes mage turns to call them. (Ie, animating undead with undead priests, or calling gibbodai with the EA Rlyeh priests).
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  #59  
Old September 22nd, 2009, 02:39 AM

iceboy iceboy is offline
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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by Squirrelloid View Post
Well, some nations are supposed to run on 'free' units. LA C'tis and LA Ermor are prime examples - its not free if it takes mage turns to call them. (Ie, animating undead with undead priests, or calling gibbodai with the EA Rlyeh priests).
Yes I have no problem with these type of situations...
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  #60  
Old September 22nd, 2009, 02:53 AM
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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by Valerius View Post
QM, any chance of some help for Eriu? I play them a lot so I'm biased but a while back you rated nations and I think on your own scale you rated them as weak. Great raiders only take you so far...

Edit: and Eriu is a clam capable nation so they should get compensation for eliminating gem gens.
Eriu can now take advantage of the wonderful naiad warriors. While not replacing the end-game clammin ability, a front of 30 naiad warriors who have fog warriors cast on them is just *mean*, and gives Eriu helluvalots of staying power.
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