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-   -   Mod: MegaVanilla "lets play chess" mod (http://forum.shrapnelgames.com/showthread.php?t=41415)

rdonj December 7th, 2008 09:15 PM

Re: MegaVanilla "lets play chess" mod
 
That is not a bad solution, and would provide a lot more diversity than the original druid would. And then the game doesn't depend so much on finding good independant mages.

rdonj December 7th, 2008 11:02 PM

Re: MegaVanilla "lets play chess" mod
 
And if you were going to take a different solution, I would go with option B from your previous post.

Aezeal December 8th, 2008 06:33 AM

Re: MegaVanilla "lets play chess" mod
 
Personally I'd say that if you are going to do it like this you should make ALL nation exactly the same. If you give all nations a very wide selection of troops and mages covering most of the standard "human" troop types that would be best IMHO. The mages would need to be without randoms IMHO to remove most possible luck factors, all would depend on the changes you make yourself and what you do with those in the game.

my choices would be slightly different from those in that txt file.

I'd say:
- a militia with some armour
- a light infantry (with about average armour for a light infantry)
- heavy infantry (with about average armour for a light infantry)
- Flagellant
- archer (no armour)
- crossbowman (least armour version)
- light cavalry (again av. armour)
- heavy cavalry (av armour)
- some sort of medium powered sacred cavalry (not TOO high in prot, preverably less than heavy cavalry, probably cap only)
(also you could remove both flaggalant and sacred cavalry if a bless strat becomes a must have, or make flaggelants cap only too.)

- scout
- assassin
- commander
- mounted commander
- priest
- a high priest
- a variety of level 2 mages in all paths

- 1 gem income in each gemtype for starting sites. It's more than average but not extremely powerfull in any one type. Generic site names "Castle" which produces 4 gem types and "Knights guild" which poduces the sacred cavalry and the other 4 gemtypes or something.

start with scout, commander, 15 archers and 15 light infantry.

Options would be
- recruitable barbarians
- recruitable longbow men (but would make archers obsolete so I'd go with one of the two)
- instead of 8 types of level 2 mage you could make them level 3, or level 2 in 2 paths (FIXED), or level 2 and level 1. (if you go this way I'd optimize the crossmatched paths for spell and forging options.

So concluding: keypoints for me for this "chess" game would be NO RANDOMS, TOTAL EQUALITY IN CHOICE, WIDE VARIETY OF CHOICES.

Gandalf Parker December 8th, 2008 01:21 PM

Re: MegaVanilla "lets play chess" mod
 
The problem with 2/2 or 2/1 as fixed settings, how many would you have to have to cover the possibilities. Isnt it something like 8*8?

Endoperez December 8th, 2008 02:20 PM

Re: MegaVanilla "lets play chess" mod
 
You can give linked full-random, elemental-only and sorcery-only randoms.


7.12.1 #magicskill <path> <level>
Gives a magic skill to the active monster. The
path must be a number from Table 9 and level
should be a number from 1 to 10. If the monster
already has this magic skill then the old level will
be replaced by the new one, unless it is a
random skill.

End of Table 9:
50 Random
51 Elemental
52 Sorcery


Male mages could have
#magicskill 51 2
#magicskill 50 1

and female mages
#magicskill 52 2
#magicskill 50 1

1/32 chance of level 3 path, all path combinations are available and all mages can do something worthwhile.

Aezeal December 8th, 2008 04:18 PM

Re: MegaVanilla "lets play chess" mod
 
No gandalf you'd not need to cover all..

I've got a new proposition for the mages

4 mages with 2/2 magic skills (together covering all paths, but of course not all combinations... which isn't a problem at all since you both play with the same options.. even if you'd only have a lever 3 earth mage and a level 3 water mage it would be fair.. but 4 mages covering all paths might be nicer.

AND 4 old age (except maybe for the nature mage)cap only mages with 3/3 with DIFFERENT matching paths. So all paths would end up teamed with 2 others.. which should cover most (not all but most) spells options and forge options since some combo's are very rare while others more common (and those should be used)

Aezeal December 8th, 2008 04:19 PM

Re: MegaVanilla "lets play chess" mod
 
While this idea is not my I still feel that random paths would destroy some of the idea you've posted (but you'd know better since it's your idea :D)

Gandalf Parker December 8th, 2008 05:07 PM

Re: MegaVanilla "lets play chess" mod
 
No you are correct. Randoms was a compromise to not having to have too many mages. And creating my own was a compromise to not being able to come up with a set of magic sites that seemed to cover all options.

So you are back to talking about 8 mages, but not full coverage of options, in order to avoid randoms.

If I have to go to something that doesnt cover all options, then I figure I might as well go back to using pre-made units and magic sites since those came pretty close to it.

Oh and by the way, there is another mod like this recently created by DrPraetorious called Mirror Match
http://forum.shrapnelgames.com/showthread.php?t=41453
which I feel has released me from needing to fill a niche for EXACTLY matched nations. And his is even CBM friendly.

(of course the biggest difference between his and mine is that his will get listed in the mod lists) :)


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