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  #41  
Old September 18th, 2009, 07:07 PM

Trumanator Trumanator is offline
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Default Re: Conceptual Balance Mod 1.6

Valerius: its not a matter of non-E nations casting petrify, its that even nations that are supposed to be good in E can't with any effectiveness. You could more easily build a soulslay communion out of indy lizard shamans than get a decent petrify spam going. Besides, its not like a lot of non-E don't cast a bunch of E spells already, so there's not exactly a lot of change.
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  #42  
Old September 18th, 2009, 07:08 PM

Sombre Sombre is offline
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Default Re: Conceptual Balance Mod 1.6

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.
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  #43  
Old September 19th, 2009, 04:59 PM
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cleveland cleveland is offline
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Default Re: Conceptual Balance Mod 1.6

I've updated the online Forging Reference to include CBM 1.6

In the process, I found 2 small errors:

- Lycanthropos' Amulet not implemented as intended due to a spelling error.
- Dragon Scale Mails not implemented as intended due to coding oversight.

Correct code should be:

#selectitem "Lycanthropos' Amulet"
#mainlevel 1
#end

#selectarmor "Green Dragon Scale Mail"
#prot 17
#end

#selectarmor "Red Dragon Scale Mail"
#prot 17
#end

#selectarmor "Blue Dragon Scale Mail"
#prot 17
#end

Enjoy!
cleveland
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  #44  
Old September 19th, 2009, 07:16 PM
Squirrelloid Squirrelloid is offline
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Default Re: Conceptual Balance Mod 1.6

QM, would you please make the dragon mails constr 2? They're not very good at constr 6, and all those magic types could really use a passible armor at construction 2 rather than having nothing until construction 6, with the sole exception of fire. (I think i've seen a dragon scale armor made all of once).
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  #45  
Old September 19th, 2009, 11:44 PM
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cleveland cleveland is offline
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Default Re: Conceptual Balance Mod 1.6

Ah, my mistake...the Dragon Scale Mails are just fine as-is. Kindly ignore.
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  #46  
Old September 20th, 2009, 04:53 AM
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Default Re: Conceptual Balance Mod 1.6

New Conceptual Balance, *drool*...

I'm starting to consider getting out of my hibernation.


While Blood Stones were very nice, and were required for reaching better Earth spells, they were too good. ANY Earth nation should consider taking up Blood, just to get the Blood Stones, even if they never use it for anything else... and they might not, since Blood Stones were so great.

The change hurts some nations more, and I'm worried about MA Ulm especially. E2 Smith + boots + stone + earthpower could reach E5 in a fight, giving Ulm access to Petrify, which would give them a counter to SCs. A Crystal Shield is a poor alternative, even with 50% forging bonus. Their Iron Angels might be a bit better under the new CB though, since they're relatively cheap and the competition was slightly nerfed.

Last edited by Endoperez; September 20th, 2009 at 05:02 AM..
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  #47  
Old September 20th, 2009, 12:13 PM
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Default Re: Conceptual Balance Mod 1.6

I think the gem generator removal is a good idea most of the time. It forces a more active role on everyone and does remove some emphasis from massively boosted globals and huge hordes of summoned armies that are not in any way tied to actual gem income.

It does make the position of underdog more challenging, but there must be other ways to compensate for that, such as diplomatic efforts.

Of course, that depends on what you like, but I have no objection to less gem gens, especially less clams.
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  #48  
Old September 21st, 2009, 02:46 AM

iceboy iceboy is offline
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Default Re: Conceptual Balance Mod 1.6

Quote:
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.
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  #49  
Old September 21st, 2009, 03:23 AM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by iceboy View Post
Quote:
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.
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  #50  
Old September 21st, 2009, 04:12 AM

kianduatha kianduatha is offline
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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by Endoperez View Post
The change hurts some nations more, and I'm worried about MA Ulm especially. E2 Smith + boots + stone + earthpower could reach E5 in a fight, giving Ulm access to Petrify, which would give them a counter to SCs. A Crystal Shield is a poor alternative, even with 50% forging bonus. Their Iron Angels might be a bit better under the new CB though, since they're relatively cheap and the competition was slightly nerfed.
I think not having the gems to spam Iron Angels nerfs them in comparison far more than, say, Tartarians(who are comparable price-wise).
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