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Mods King's Bounty: Crossworlds Mods

 
 
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Old 03-08-2011, 09:11 PM
Fatt_Shade Fatt_Shade is offline
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Quote:
Originally Posted by Jah View Post
So if I understand you correctly, you're arguing that pure fighting types needed some kind of extra boost, because they were underpowered compared to mages? A warrior with Lava Call may not be able to inflict as much damage as a mage with maxed INT using some damage-dealing spell, but that comparison alone doesn't say much about class balance.
Ok i compared bad with hign Int spells for Mage, and Warrior, i meant to say mid/late game when you get class specific skills it it get even. More rage form Bloodthirst isn`t strong as double casting with mage.
I dont think pure fighting class need special boost, i just say it makes things even ground. In original setings was +9/+12/+18 Att Def Int, here is +18 all = it`s balanced.

Quote:
Originally Posted by Jah View Post
If you have rune mages in your army (as most no-loss players seem to have), you really can't "not use" them. Even if you don't use them for buying new skills, they'll still be there to boost your rune mages
Yes it is bonus for Rune mages, but it`s caped to 20 runes. You can trade runes around on Montero Might for Mind/Magic and back again untill you waste enough runes. So having 20 or 50 reserve runes wont make any difference, Might doesnt mean much as Mind and Magic for him. And more runes for revive is same as casting 1 or more illusions = 1+ rounds in battle. Thus i said bonus mana shorten that, and no more wasting time just to get no loss. As many ppl save some weak units, and skip turns to ressurect, i think this bonus mana just make skipping rounds obsolete. If you know you can finish battle with no loss, and only thing you need is to wait couple turns to regen mana, and cast illusion this mode helps you with that. Only problem are Magic runes, for 30% sheep on target, so i must agree here it is a bit of a problem.
No loss doesnt make any difference in scoring in game (days played, lvl of hero and quests). This mode doesnt get you next things : shorter traveling time, more lvl for hero (no bonus exp, or leadership), better items, or better units. All you get is really +3Att and +6Def ( +3Att/Def from Absolute balance isnt cheap so it`s optional).
Ppl who play for 7day, 63lvl, 92(or 93)quests usualy save game before going to new islands and scout for units and items, then plan in advance way around and then load, and replay every 30 battles to get Ancient knowledge scrolls from Elenthel. To me this way of playing is more wrong then using this mode. This mode wont make it much easier, only shorten your battles.

Quote:
Originally Posted by Zechnophobe View Post
Uh... Cheating? I didn't say anything about that.
Unless the original posts notes aren't right, this mod just increases all areas. More attack, more defense, more rage, more mana. Nothing goes down anywhere. How is that balance?
And more runes? That's somehow not making it easier?
Sry, my bad for `cheating`. Didnt get your post before.
You dont get MORE anything, you only get same amount of everything. Thus name of mode `Equilibrium`
As for bonus runes i said above if you really need to spend only runes you get regularly you can write somewhere how much runes you get every lvl, it`s easier then remembering bonuses after every battle. So far only unit that is dependent of runes is Rune mage, so i cant say it`s so much easier with this mode then original settings of game.

That is why i asked about changing other heal/resurrect units. If you play this mode, you either have bunch unused runes that you must hire some poor peasant to carry them around, or use them for lvling up skills. If you dont use runes my idea is to make them work something for you. Either to get Might runes to boost up dmg from unit abilitys, Mind for heal/resurrect for Paladins, Fauns . . . , for Magic runes maybe Evil beholders Hypnotise, or Druid`s charm.
Before dissing me that it would be overpowered think about this : you use runes to get lets say Dark commander, so it means your runes boost all undead, or Summoner you used runes to boost every unit that have some summoning ability.
In this expansion developers get new unit Rune mage who get bonuses from your unused runes. On 1 side you have some skills that change stats for group of units all undead, or all archers, and then you get ONLY 1 unit that is boosted by unused runes. Am i only 1 that think this is wrong ?
I posted this question on 1 more tread, but if you ppl have some idea how to change this tell me. Cause i cant figure out how to get this change to unit ability`s, to be dependent from unused runes in % like for Rune mage.
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