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Re: Gem Valley - a SP MA mod
Glad you figured out the upkeep. That is an inherent side effect of the BI mod. I tried the version with low gold and high resources, but it appeared to me that the computer had lower forces and I suspected that it was trying to recruit the units anyway. Didn't try it long, the gold cost version worked well, although it does pose some issues with upkeep on occasion. Easy enough to deal with and just an additional minor handicap.
I only play the mod for the magic. I love forging and magic. Probably explains why I am such a crappy player. Have you tried the "Improved Computer Opponents" Mod? There is one for MA and one for EA. Each one toughens up 6 AI nations significently. The mod restricts the number of recruits available using only the best of each nation, eliminates capitol only restrictions and gives the computer a much better starting army. The AI appears smarter because of restricted choices. |
Re: Gem Valley - a SP MA mod
Any idea why I'm utterly winning the dominion war? 8 temples and IIRC 6 dominion, yet my dominion is probably 50% of the total dominion in the whole game with a dozen enemies still left. I just got my third dominion kill.
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Re: Gem Valley - a SP MA mod
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Re: Gem Valley - a SP MA mod
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Re: Gem Valley - a SP MA mod
Yes they are. I have never amassed that many mines myself in 15 to 20 games. I'm usually recruiting mages to lead the cheap demon hordes for expansion and to summon what I consider the primary army, the Giant dwarves. I guess I am kind of a rut player.
Now I know why they have a lot of people as play testers. I guess I'll have to tone down the prophet ability. |
Re: Gem Valley - a SP MA mod
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When I bumped into my neighbor I put very heavy PD into the border and pretty soon I had my entire border at PD 125. I put wizard's towers on all the spots that would produce maximum resources and kept recruiting gem mines. Once the expansion was over I started putting some mines on abomination summoning although it never really mattered as I never went to war--one AI did attack but he couldn't get through the PD, I never actually did anything. Research was entirely done in the fall of year 5. I was at only dominion 4 but got two dominion kills and my dominion was continuing to expand, the outcome was obvious. My only temples were where I needed them for recruitment. I'm going to try it again against Impossible AI's. |
Re: Gem Valley - a SP MA mod
Followup: Game against impossible AI's.
This time I played it slightly differently, I didn't build any fortresses, although I did capture some. Dominion 10. Strangely enough for a magic nation, Drain 3. That destroys the research from fountains but hardly puts a dent in what mines turn out. Until I was facing the final AI I never had more than 30PD on the borders--I was simply expanding too fast to afford any more than that. Again, nothing forged, no globals. Again, I went for summons and used wraith lords to conquer lands once I had them. Once I was at abominations I went for astral fountains and soon I had 8 mines turning out a steady stream of them. At the end I had an astral income of 2000/turn. Again, I never went to war but the AI did. I did launch one remote attack--a huge army was going for the same unowned castle I was seiging and I dropped 8 flames from the sky on it. Dominion kills in : 2, 3, 4, 4, 5 and the start of 7. The other AI's were eliminated by each other. I completed research in summer of 6. I didn't actually play the game past the start of year 6, I was simply hitting end turn. With more careful play and actually attacking I think I could have won this early in 6. Had that last AI not been Ashod I think I could have won it in late 5. This mod is *WAY* too powerful. The only way I've ever won against impossibles before is with LA Ermor. |
Re: Gem Valley - a SP MA mod
Loren,
You are 100% correct. Even I win against impossible. :doh: I know what needs to be altered. It will take me about a week or so, life is beating down pretty hard presently.:banghead:banghead I've gotten a unique brain fart for the nerf. I will keep this version intact for duffers like myself, and I will issue a balanced version for the general population. :rock: |
Re: Gem Valley - a SP MA mod
Having just tried this out today, I think there are a few things I'd change (for a balanced version) that weren't really mentioned.
The paths on the gem mines being axed is very important because there honestly is really no reason to ever recruit any other commander at the moment. I wanted to do a bulleted list but couldn't figure out how. Maybe I should have gone with hyphens. |
Re: Gem Valley - a SP MA mod
Thank you very much. I have started the revisions and my plans are identical to yours. All magic, gem production and research has been curtailed significently. The amount of dwarves per summoning has been reduced instead of raising the cost. The dwarves have also had stat reductions.
PD is reduced. It will still be strong, but it is not as insane as it is. Your comments about the blood magic is a mystery. I haven't seen any blood magic myself. I'll look into the earth fountain. What other unit has it? As for the start sites, I inadvertantly included my test version with the enchanting and construction bonuses as start sites. OOPS. They are not intended to be part of the mod. I'll look at the auger weapon. It was intended to be powerful, but your comments make me think. |
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