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  #91  
Old March 16th, 2009, 12:09 PM

VedalkenBear VedalkenBear is offline
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Default Re: Conceptual Balance Mod 1.41

I have to say, I seem to do pretty okay with Bandar Log without _having_ to use the Gandharvas. Of course, I do play SP, pretty much.

I do like running around with an entirely Abysian army, though. And using a Warlock Apprentice to bootstrap me into Blood.
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  #92  
Old March 16th, 2009, 02:22 PM
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Default Re: Conceptual Balance Mod 1.41

Is there any documentation for CBM? The idea of the mod is great, but it's a bummer that the changes cannot be seen anywhere.
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  #93  
Old March 16th, 2009, 02:29 PM

rdonj rdonj is offline
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Default Re: Conceptual Balance Mod 1.41

There should be a readme that comes with the mod files.
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  #94  
Old March 16th, 2009, 06:17 PM

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Default Re: Conceptual Balance Mod 1.41

Quote:
Originally Posted by rdonj View Post
There should be a readme that comes with the mod files.
there is! the .dm is the mod file and the .txt is the readme.
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  #95  
Old March 17th, 2009, 05:40 AM
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Default Re: Conceptual Balance Mod 1.41

I see, unfortunately I didn't take the split file which contains the readme files. Thanks.
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  #96  
Old March 17th, 2009, 06:10 AM

rdonj rdonj is offline
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Default Re: Conceptual Balance Mod 1.41

Quote:
Originally Posted by chrispedersen View Post
Quote:
Originally Posted by rdonj View Post
There should be a readme that comes with the mod files.
there is! the .dm is the mod file and the .txt is the readme.
I meant that there was one, not that there isn't and should be one. Sory if I wasn't clear
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  #97  
Old March 24th, 2009, 05:46 PM

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Default Re: Conceptual Balance Mod 1.41

With the new patch out is there an update in the works?
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  #98  
Old March 26th, 2009, 12:12 AM

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Default Re: Conceptual Balance Mod 1.41

Yes (though it was already in the works), hopefully I'll have time to polish it up in the next few weeks
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  #99  
Old March 29th, 2009, 03:35 PM

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Default Re: Conceptual Balance Mod 1.41

Summary: The zip in the first post has been changed slightly, but there's no need to download it because the change is very minor. The Blindlord bug is fixed though, so you may want it for that reason.

---

Long version:

I have modified CBMcomplete_1.41.dm in the zip in the first post, with QM's permission.

Due to the slightly different way that dominions loads mods in text mode, the original version was not compatible with the llamaserver; I fixed it at the time and ever since the LlamaServer has been running a different version to all the players. Being as the change was very minor this has never been an issue, however it can affect spells in mod nations, and has now done so in Lapis.

So, I've tidied the LlamaServer version and uploaded it. I also used the opportunity to fix the Blindlord Air-8 bug. He now has Holy-1 as intended.
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  #100  
Old March 30th, 2009, 11:36 PM

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Default Re: Conceptual Balance Mod 1.41

I was looking at the prices for some of the blood summons and was confused by the prices of some of the spells.

Bind Fiend costs 2, Bind Devil costs 3, Bind Frost Fiend costs 2, Bind Storm Demon costs 3, Bind Demon Knight costs 5. Ritual of Five Gates costs 28 slaves (13 more than the individual summons), requires 3 more blood than the individual summons, and requires 2 more levels of research.

I'm sure there is a reason that Ritual of Five Gates costs almost twice as many blood slaves as the individual summons, but I can't think of any other than the reduced amount of mage time required.

A similar issue arises with the level 9 spells: Infernal Forces (50 blood slaves for 7+ devils), Infernal Tempest (50 blood for 7+ storm demons), Forces of Ice (50 blood for 8+ frost fiends), Forces of Darkness (50 blood for 14+ fiends). Infernal Crusade (50 blood for 10+ knights) is the only one which potentially presents a cost savings.
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