Look at this.
CBM 1.7 wrote:Dwarven Hammer unique
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And instead of addressing that by making the hammer a higher research level and reducing the costs of items, or making the hammer cost more and tweaking item costs, it is now gone and nations like EA/MA Vanheim and Tir na n'Og and Eriu cry because they now have no midgame.Zinegata wrote:To be fair, Dwarven Hammer is one of the best items in the game. Better than most of the artifacts even.
I gotta divide the bullshit up here, because this post is full of it. It doesn't invalidate midgame strategies, it takes away the only real midgame that some nations have, and makes thugs, synthetic communions, water magic, death magic, and sometimes fire magic far to expensive to deploy in battle for many nations. Talking about enabling one (very powerful) endgame build is very different from enabling multiple midgame strategies that no one was complaining over.Zinegata wrote:Claiming that taking out dwarven hammers will invalidate the midgame of several nations does actually point to it being pretty uber. The only other artifact that I recall which is that important is possibly the Grail, as it unlocks Tart-spamming.
If you add the word single to the statement, "impossible to make any change." you end up with exactly what I said. The game is complex and the change was implemented without consideration for its effects, so it was a simple change to a complex system that is creating new problems.Moreover, the problem isn't "simple changes to correct complex problems". The problem really is that Dominion has so many nations that it's almost impossible to make any changes without upsetting somebody's applecart.
Dominions has some turkey nations. But most of the nations have a lot of ways that they can be played and a number of options at any point in the game. The nations like MA Ulm and Oceania or EA Agartha and R'lyeh are far outnumbered by the nations that can compete.Dominion wasn't really hugely balanced to begin with. Lots of nations sucked (i.e. Ulm).
Wrong, the man behind the mod said that the reasons were 1) reduce micromanagement, and 2) remove a "no brainer" decision. And Ulm gets really easy hammers in all eras, with a strong earth income to make them more easily, having hammers in the game made Ulm a stronger forge power, not a weaker one.And frankly, I kinda sense that what they were really trying to aim for was to make Ulm stronger. Ulm's schtick is supposed to be cheaper forging. It largely gets invalidated because everyone else can easily get hammers anyway.
Not really, I think they went about balancing Ulm the wrong way. Personally I would reduce the encumbrance of their armor and give the troops reinvigoration, make priest smiths recruit anywhere and give them better randoms on the regular smiths, then I would add a E2 D2 S2 (no forge bonus) cap only mage and call them masters of the enigma or something. Forge of the ancients is the equivalent of declaring war on the world, Ulm just doesn't have the chops to do that unless they are already winning. The only thing this does is make it less likely that the forge will be dispelled the turn after it goes up, it won't change the fact that Ulm will get ganged up on if they pull it out.Although given that they made Hammers unique and they made Forge of the Ancients available for Ulm right from the get-go, maybe they went a little too far in upping Ulm.
Again, if it's the key to the midgame of several nations, doesn't that make this particular item extremely powerful and valuable? Certainly more valuable than a statue that turns into Sir Percival?Akula wrote:It doesn't invalidate midgame strategies, it takes away the only real midgame that some nations have, and makes thugs, synthetic communions, water magic, death magic, and sometimes fire magic far to expensive to deploy in battle for many nations. Talking about enabling one (very powerful) endgame build is very different from enabling multiple midgame strategies that no one was complaining over.
And yet he also gave Ulm Forge of the Ancients as a level 0 research, which, when cast, is basically the same thing as giving everyone of his forgers a Hammer.Wrong, the man behind the mod said that the reasons were 1) reduce micromanagement, and 2) remove a "no brainer" decision. And Ulm gets really easy hammers in all eras, with a strong earth income to make them more easily, having hammers in the game made Ulm a stronger forge power, not a weaker one.
Giving Ulm troops that actually do something and decent combat mages will just more or less turn them into EA Ermor.Not really, I think they went about balancing Ulm the wrong way. Personally I would reduce the encumbrance of their armor and give the troops reinvigoration, make priest smiths recruit anywhere and give them better randoms on the regular smiths, then I would add a E2 D2 S2 (no forge bonus) cap only mage and call them masters of the enigma or something. Forge of the ancients is the equivalent of declaring war on the world, Ulm just doesn't have the chops to do that unless they are already winning. The only thing this does is make it less likely that the forge will be dispelled the turn after it goes up, it won't change the fact that Ulm will get ganged up on if they pull it out.
So the uniqueness of a mechanic makes that mechanic OVERPOWERED and IMBA? So obviously the Flying Ship is the most powerful Artifact. I have tried to explain that this item is FOUNDATIONAL to a large number of completely reasonable strategies. I will try one more time. When I go to outfit a thug for Vanheim, I can spend either 15 earth gems and 10 fire gems for the thug gear I want or I can spend 26 earth gems upfront and then pay 10 earth and 6 fire. When I am outfitting 2 thugs per turn, this is saving me 9 gems per turn (and has cost me 48 gems), without it I will have serious difficulties sustaining the pace or recovering from losses. As I have slow research and expensive mages I need to thug them out, I don't have a choice but to suck up the losses or to send them in with less gear.Zinegata wrote:Playing semantic games much?
I think one would be hard-pressed to simply call Dwarven Hammers as a foundation of a nation's economy, as opposed to an overpowered item, given that the only other thing that can replicate its effects is a Global Enchantment that (used to be) at the end of a spell research tree OR a rare site that grants a construction discount.
No, no it wouldn't you stupid shit. Let us compare Forge and Dwarven Hammers. Forge costs much more RP, but for that you get: higher paths when forging, a larger discount, and no slots being spent. It isn't even close, hammer forging shit is nice, but it isn't even in the same league as the mass forging that you can do with the forge.It'd be like condoning putting a Wish-equivalent spell at level 3.
I would have thought that. But the people on that invisionfree board are all screaming about how dominion pushing is "unstoppable" and you "can't hold it off" or some such shit.FrankTrollman wrote:Or how about nerfing Jade Knives? Why? Because dominion rush strategies work at all? I mean, when was the last time you heard anyone say that Sauromatia was overpowered because of Dominion Rush? Maybe... never? That strategy isn't being nerfed because it's too good, or because it's used particularly often, but merely because it "feels cheap" when it works.
I never said "uniqueness". I said that Dwarven Hammers have an effect that is generally replicated by only two things: An end-of-the line Global Enhantment, and a rare random site.Akula wrote:So the uniqueness of a mechanic makes that mechanic OVERPOWERED and IMBA? So obviously the Flying Ship is the most powerful Artifact. I have tried to explain that this item is FOUNDATIONAL to a large number of completely reasonable strategies.
I already understood it before without your example. Again: Everyone and their mom wants Dwarven Hammers. Because it lets them forge stuff more cheaply early on which enables some strategies.I will try one more time. When I go to outfit a thug for Vanheim...
...It just isn't cost effective to pay twice as much for the communions.
Yes, yes, start with the name-calling. I don't give a shit.No, no it wouldn't you stupid shit. Let us compare Forge and Dwarven Hammers. Forge costs much more RP, but for that you get: higher paths when forging, a larger discount, and no slots being spent. It isn't even close, hammer forging shit is nice, but it isn't even in the same league as the mass forging that you can do with the forge.
See, this is why talking to you can be like talking to a brick wall. Could you read that as written instead of how you intended to say it for a few seconds?Zinegata wrote:I never said "uniqueness". I said that Dwarven Hammers have an effect that is generally replicated by only two things: An end-of-the line Global Enhantment, and a rare random site.
CBM is supposed to be about adding options. This removes them. It makes strong nations stronger, and weak nations weaker. This is CBM shitting itself.I already understood it before without your example. Again: Everyone and their mom wants Dwarven Hammers. Because it lets them forge stuff more cheaply early on which enables some strategies.
By taking out Hammers, many of these strategies are shut down. So CBM players should either find new strategies (and may pleasantly surprise us), or they will prove that there really should be cheaper items across the board to enable certain nations to remain competitive.
Because everyone can forge with a discount. Let me say that again. EVERYONE can forge with a discount. To get that coverage with dwarven hammers would cost so many gems that it would cease to be an efficient strategy.Forge of the Ancients is also announced to everyone, takes very long to get online, and can be dispelled. +1 paths is nice, as is the larger discount (free slots though? Not really useful except for Death boosters).
But the MAIN reason why you get Forge of the Ancients is STILL the discounts. Heck, most people think FoTA is cost-effective even if you just hold on to it for 1 turn because of the gem savings!
Do you even know what a "wish effect" is? Wish does fucking everything.So, again, is it okay to base your entire economy on an item which replicated a Wish effect at level 3 instead of level 9? Doesn't that point to some glaring inconsistency to the game's balance that a low-level item is arguably better than an end-game Forge of the Ancients because you can get Dwarven Hammers a lot earlier and you don't have to advertise this fact to the rest of the world? (And those hammers can't be taken from you, unlike Forge of the Ancients which can be dispelled?
Big astral is stupid expensive, you need 65 gems to forge a ring of wizardry, and 100 to cast wish; plus it takes about 60 pearls to gear up one guy to master enslave. And some nations really do get shit that is overpriced without gemgens. Bandar Log's celestials are awesome, but they cost too much if you cannot clam.Anyway, the point is that the Dominion economy is full of weird arbitrary stuff even without CBM. Like how Water Gems have Clams that allow them to be converted to Astral Gems, and Blood can be turned to Earth Gems using stones, but other conversion items don't exist.
No, you don't. It is possible to make things that need earth and astral and fire cost just a little bit more to represent that they can be generated.I understand that people have taken these items and used them to create entirely new strategies. I really do.
Bullshit, show your numbers about forge and Dwarven hammers when the forger is trying to forge 400+ gems worth of items in one turn.Dwarven Hammer is one of them. Have them out early, start forging, and you will probably end up saving more gems than casting FOTA. If the economy were to be more balanced, then either Dwarven Hammer shouldn't be out there, or you should add a lot more ways to get forge-boosters.
You are supremely ignorant of the limitations of item modification aren't you?(And yes, I'm talking in terms of "complete overhaul". Not the piecemeal CBM approach which just adds more arbitrary to arbitrary)
Akula wrote:See, this is why talking to you can be like talking to a brick wall. Could you read that as written instead of how you intended to say it for a few seconds?
I don't really care. None of us use CBM anyway. And like I already said, CBM just piles arbitrary on top of arbitrary.CBM is supposed to be about adding options. This removes them. It makes strong nations stronger, and weak nations weaker. This is CBM shitting itself.
Because everyone can forge with a discount. Let me say that again. EVERYONE can forge with a discount. To get that coverage with dwarven hammers would cost so many gems that it would cease to be an efficient strategy.
Bullshit, show your numbers about forge and Dwarven hammers when the forger is trying to forge 400+ gems worth of items in one turn.
No Akula. Here's the gist of it:So, Zinegata. I'm going to read one more response from you on this issue, and if you don't act like you have some sense, I'm going to stop responding here.
Again, this is a meaningless comparison because wish is so flexible. When you say a "wish equivalent spell" but less powerful, you could literally be talking about almost any spell in the game. If you wan't to talk about some of the specific functions of wish, you have to come up with a concrete comparison. Because if you mean wish as a summon, there are good early summons, so those are like wish, if you mean wish as a attack spell then there are spells like that too. So what do you mean when you say "wish like spell" because it sounds an awful lot like thunder signifying nothing.Zinegata wrote:Let's read it as written again, shall we? Again, read the conclusion:
"It'd be like condoning putting a Wish-equivalent spell at level 3."
Not to nitpick, but Forge has never been at the end of the research tree. It has been Const 7 for a long time. That is pretty late, but not at the end of the research tree. You are just wrong about this."an overpowered item, given that the only other thing that can replicate its effects is a Global Enchantment that (used to be) at the end of a spell research tree"
My emphasis was clearly NOT on the uniqueness aspect. It's the "end of a spell research tree" aspect.
The enchantment provides a similar, but MUCH more powerful effect, you would need to constrain your situation and actually compare the two, if hammers are always better than a forge, then that is a problem, but I suspect that this is not the case. The only direct this you stated was the scarcity of the effect, but that doesn't mean broken. Maybe you meant something else, but what it sounded like was, "this effect is rare, therefor it is likely too powerful and must be banned from use."So can you now stop pretending that you hadn't made a mistake by using that Flying Ship example?
CBM should have recognized the limits of a dom 3 mod and just stayed the hell away from items, it has nothing to do with arbitrary and everything to do with trying to take on a complex situation with limited and weak tools.I don't really care. None of us use CBM anyway. And like I already said, CBM just piles arbitrary on top of arbitrary.
Nations that were strong stayed strong with this change, only two top nations in the EA get easy hammers. The rest are nations struggling to stay above average.That's why I'm more interested in seeing if they can find some alternate strats. If they do, great. If not, then it really does mean everyone needs cheaper items.
Yes, in unlimited time, dwarven hammers will be better than one turn of forge. But this is precisely why you set conditions to your thought experiment. Because that isn't a meaningful comparison or a surprising conclusion.Again, I know the rules. And you're forgetting three things:
1) With 80 Earth gems you can get at least 5 Dwarven Hammers as opposed to 1 casting of FOTA.
2) You often don't really need more than 5 Hammers if you're just thug-equipping.
3) You can get those 5 Hammers way earlier, because Hammers are Construction 2.
#3 is particularly important. Because you can start saving gems years before you even get FOTA.
No, I was talking about making reasonable assumptions, but this seems foreign to you. I was talking about comparing a real attempt to exploit forge compared to steady use of dwarven hammers. Obviously forge will come out ahead turn by turn, but that is as meaningless as an infinite amount exceeding a finite amount.I said "Have them out early, start forging, and you will probably end up saving more gems" and yet you seriously thought I was talking about a one turn comparison?
DSMatticus wrote:It's not just that everything you say is stupid, but that they are Gordian knots of stupid that leave me completely bewildered as to where to even begin. After hearing you speak Alexander the Great would stab you and triumphantly declare the puzzle solved.