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Re: Template for reducing late game MM hell
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I find figuring out which paths a mage has is more micro, and that's important for things other than crafting. (Who can site search (manual or remote), who should go with the army, forging, ritual spells, etc...). It would help if, instead of having to rename all my casters A2W2D3 and the like there was a display on the overland commander view that listed all their paths, or it would come up on mouseover. Finally, any removal of hammers would have to address how much this straightjackets nations into using nationally available magic types for items compared to default settings. |
Re: Template for reducing late game MM hell
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A straight-up SC without GoR that is equivalent should probably cost more on the order of 40-50 gems. A slightly weaker but less hassle SC could cost around 30-35 gems, and could help counter the rush to tartarians (or encourage runs to it solely because its less hassle). |
Re: Template for reducing late game MM hell
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-Max |
Re: Template for reducing late game MM hell
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Re: Template for reducing late game MM hell
You can click on commanders from the F1 screen and it will select them and go to their province, so I never bother right-clicking my guys to check for paths if there are a pile of them, I just hit F1 and click from there. Same for tracking down boosters or hammers, though the display IS pretty small...hammers and gate cleavers are petty indistinguishable, for example.
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Re: Template for reducing late game MM hell
Hmm, the latter could probably be changed quite easily by giving hammers or cleavers a different icon.
And how about a costless useless unit with only as much slot as possible for holding stuff when the lab is full? |
Re: Template for reducing late game MM hell
my point about hammers was more in the line of you have significantly more forging going on with them, and more than 25% nominal savings. And it makes a difference as it delays the time you forge close to 50 items/turn.
Removing hammers has effects on balance, mainly for earth and thug-reliant nations, I guess, but that is a different question altogether. |
Re: Template for reducing late game MM hell
This extract from the first post is what ppl think reduces MM w/o having serious side effect on balance/fun:
" 1. No gem gens. Note: Efforts are being made at modding for compensating gem gen reliant nations. 2. Determine an upper limit on map sizes, # of players and reasonable victory conditions. Consensus 10-12 players, 10-15 provinces per player, 40% capital VPs victory condition. Note. MM is in direct relation to how many provinces one controls at end game. Worst case scenario (MM wise) is 2 powers each controlling 30-40% of the map making war. # of players and victory conditions have similar effect. 3. No Diplomacy. i.e. RAND. Diplomacy is not directly related to MM but cutting that part of the game results in faster turn processing. Plus, it allows for different patterns of gaining victory (no alliances, NAP turtling, dog piling etc) which could be refreshing on it's own right. " I plan to participate in future games that follow these guidelines (1+2 for sure) and so be able to test first hand how they influence endgame MM. Thanks for all the feedback! |
Re: Template for reducing late game MM hell
Hi, im wondering that?
Is it possible to make spells that create gem sites? |
Re: Template for reducing late game MM hell
No.
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