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-   -   Rebalance Mod game now running on a 24h timer. (http://forum.shrapnelgames.com/showthread.php?t=23149)

Arralen March 19th, 2005 06:30 PM

Re: Rebalance Mod game starting, everyone welcome!
 
1 Attachment(s)
The .tga in Cherrys pack is actually the right one, but named incorrectly.

But I would suggest using the revised version (v2) of the Parganos - remade! map (attached).

Saber Cherry March 19th, 2005 08:02 PM

Re: Rebalance Mod game starting, everyone welcome!
 
Quote:

Ighalli said:
Sorry to keep pestering you, but the cost of panic is jacked up to 2000 (should be 20) by your mod, because of a mistake in the Tome (listed as 20 gems, not fatigue).

Thanks for noting that; it's fixed and the modded version (7.1) is attached to the first post now.

Please download the correct map from Arralen, BTW http://forum.shrapnelgames.com/images/smilies/happy.gif Sorry I make so many mistakes... in anime it's cute, but in real life... http://forum.shrapnelgames.com/image...es/redface.gif

rabelais March 19th, 2005 08:35 PM

Re: Rebalance Mod game starting, everyone welcome!
 
Quote:

Saber Cherry said:

Abysia: Grame Dice
Mictlan: Rabelais (unless you want something else...)
Jotunheim: Cherry






I have come down with either the flu or pneumonia and don't think adding to my dominions play would be wise just now.

Looking forward to getting better quickly so I can try the Mod in MP on the next cycle! http://forum.shrapnelgames.com/images/smilies/happy.gif



Rabe the Infirm

Saber Cherry March 19th, 2005 09:35 PM

Re: Rebalance Mod game starting, everyone welcome!
 
Quote:

rabelais said:
I have come down with either the flu or pneumonia and don't think adding to my dominions play would be wise just now.

Looking forward to getting better quickly so I can try the Mod in MP on the next cycle! http://forum.shrapnelgames.com/images/smilies/happy.gif

Rabe the Infirm

Get well soon!

Saber Cherry March 19th, 2005 09:38 PM

Re: Rebalance Mod game starting, everyone welcome!
 
Quote:

tinkthank said:
Sorry, must be quick: you'll have to count me out, soryy

(assuming labor commenced)

Thanks for giving us notice, and I wish you the best! Be sure to tell us the details. And congratulations http://forum.shrapnelgames.com/images/smilies/happy.gif

Arralen March 20th, 2005 05:03 AM

Re: Rebalance Mod game starting, everyone welcome!
 
Sorry to say, but you broke the Celestial Master ...
Holy-3 is missing.
Air instead of Water makes Acid Spells unusuable, while lighting-tossing isn't really that inventive ...

.. for more commentsm, see the thread in the main forum ..

A.

Saber Cherry March 20th, 2005 07:12 AM

Re: Rebalance Mod game starting, everyone welcome!
 
Fixed! Corrected version is attached. Thanks for noting the error, Arralen!

Saber Cherry March 20th, 2005 07:18 AM

Re: Rebalance Mod game starting, everyone welcome!
 
... and Spirit Mastery was exempted from the Level 4 Limit mod rules as a national starting spell.

Ironhawk March 20th, 2005 07:26 AM

Re: Rebalance Mod game starting, everyone welcome!
 
I was about to fire up the server but it seems there has been a flurry of activity with the mods. Lets give it another day to make sure it's stable. SC, I'm going to PM you back in a sec with my email addy and you can send me the exact map and mod files we will be using.

In other news: with the re-enactment of national spells, a relatively simple theme choice for me is Ulm BF, whose national Sanguine Heritage spell is effectively a substitute for the level 7 or 8 blood spell that gives you vampires. Is it against the theme of this game for me to choose BF?

Also, we are using Zen's latest pretender mod, are we also using the latest scale mod?

Saber Cherry March 20th, 2005 07:46 AM

Re: Rebalance Mod game starting, everyone welcome!
 
1 Attachment(s)
Quote:

Ironhawk said:
I was about to fire up the server but it seems there has been a flurry of activity with the mods. Lets give it another day to make sure it's stable. SC, I'm going to PM you back in a sec with my email addy and you can send me the exact map and mod files we will be using.

Sent... and posted here!

Quote:

In other news: with the re-enactment of national spells, a relatively simple theme choice for me is Ulm BF, whose national Sanguine Heritage spell is effectively a substitute for the level 7 or 8 blood spell that gives you vampires. Is it against the theme of this game for me to choose BF?

It's fine with me. If BF Ulm can trash everyone else just because magic is (mostly) limited to level 4, that will demonstrate a major problem with the mod. But I doubt you can do it... bwahahaha!!!

Quote:

Also, we are using Zen's latest pretender mod, are we also using the latest scale mod?

Just pretenders, sorry. If there is interest in a second round (with rebalance v8, fixing any errors and balance issues discovered in v7.X) we'll use the scale mod as well.

If you have not yet downloaded any files, the final version of EVERYTHING (all mods and maps) is posted here!

Ironhawk March 20th, 2005 03:59 PM

Re: Rebalance Mod game starting, everyone welcome!
 
The game server is now up for pretender uploads at:

benatar.snurgle.org

port 2001

(FYI: I changed the names of the mod files to get rid of spaces like so, Level_4_Limit and Recruitable_Rebalance. I didn't think the command line parser would accept them otherwise. Hopefully this will not effect gameplay)

quantum_mechani March 20th, 2005 04:56 PM

Re: Rebalance Mod game starting, everyone welcome!
 
I just want to say, BF ulm with new cheap B1 hunters and everyone else with limited research looks really, really scary.

EDIT: Does the mod also raise to cost of post-level 4 items?

Graeme Dice March 20th, 2005 06:18 PM

Re: Rebalance Mod game starting, everyone welcome!
 
So, exactly which versions of the various mods are we using, and which parganos.tga file are we using, so wehave as few early game mix-ups as possible?

quantum_mechani March 20th, 2005 06:24 PM

Re: Rebalance Mod game starting, everyone welcome!
 
Quote:

Graeme Dice said:
So, exactly which versions of the various mods are we using, and which parganos.tga file are we using, so wehave as few early game mix-ups as possible?

Apparently, everything is in the attachment in cherry's last post.

Saber Cherry March 20th, 2005 07:02 PM

Re: Rebalance Mod game starting, everyone welcome!
 
Quote:

quantum_mechani said:
I just want to say, BF ulm with new cheap B1 hunters and everyone else with limited research looks really, really scary.

EDIT: Does the mod also raise to cost of post-level 4 items?

I was going to nerf some items, like the blood contract / lifelong, but since it was not announced when people were signing up, I didn't want to "sneak them in". But don't worry about BF Ulm, since Abysia gained better blood hunters too. Hah, hah! The only nation that still needs them is Vanheim, with virtually no blood hunting ability.

BF Ulm's blood hunters are still less efficient than Mictlan's and Abysia's because they pay for high stealth, spy and assassin abilities. Worst case scenario, Marignon will take out the vampire counts with cheap fire-blessed flagellants and Paladins with their new Holy Swords. They're always on call to fight evil http://forum.shrapnelgames.com/images/smilies/happy.gif

Saber Cherry March 20th, 2005 07:07 PM

Re: Rebalance Mod game starting, everyone welcome!
 
Quote:

quantum_mechani said:Apparently, everything is in the attachment in cherry's last post.

Yes, all needed files are here.

The only last-minute "mix up" is that you may need to rename the .dm files replacing spaces with underscores:

Level_4_Limit.dm
Recruitable_Rebalance.dm

And also, BE SURE TO HAVE THE MODS (ESPECIALLY THE PRETENDER MOD) ENABLED WHEN YOU DESIGN YOUR GOD!

Otherwise, who knows what will happen http://forum.shrapnelgames.com/images/smilies/happy.gif

Tuidjy March 20th, 2005 09:46 PM

Re: Rebalance Mod game starting, everyone welcome!
 
I really dislike the extra mods this game ended up with, and I especially
dislike the haphazard nature of the changes. I am out.

quantum_mechani March 20th, 2005 10:24 PM

Re: Rebalance Mod game starting, everyone welcome!
 
Quote:

Tuidjy said:
I really dislike the extra mods this game ended up with, and I especially
dislike the haphazard nature of the changes. I am out.

Given the complexity of dominions, it is impossible to imagine a wide balance mod getting it right in the first version or two. I quite like the level four restrictions mods, it is interesting to see which spells are worth going past the level 4 barrier to get.

Saber Cherry March 20th, 2005 10:38 PM

Re: Rebalance Mod game starting, everyone welcome!
 
Quote:

Tuidjy said:
I really dislike the extra mods this game ended up with, and I especially
dislike the haphazard nature of the changes. I am out.

Sorry about that; I was doing my best, but it's hard to make everyone happy or do everything right the first time. The mods are really too big for me to triple-check everything whenever a change is made, without missing some errors due to the huge volume of data...

So, thanks to those of you who are playing; hopefully your input will help the rebalance mod become more fun, fair, and error-free. And I expect we'll have a good time as well http://forum.shrapnelgames.com/images/smilies/happy.gif

Ironhawk March 20th, 2005 11:27 PM

Re: Rebalance Mod game starting, everyone welcome!
 
No worries Q. I decided not to take BF Ulm. I felt it was against the spirit of the game.

Quote:

quantum_mechani said:
I just want to say, BF ulm with new cheap B1 hunters and everyone else with limited research looks really, really scary.

EDIT: Does the mod also raise to cost of post-level 4 items?


Ironhawk March 20th, 2005 11:30 PM

Re: Rebalance Mod game starting, everyone welcome!
 
Yeah the mods could have come out in a more gracefull fashion http://forum.shrapnelgames.com/images/smilies/happy.gif But given that SC has proven in the past to have the ability to turn out good mods on a normal timeline I am entirely chalking this one up to the rushed nature of trying to get the game running this weekend. And on top of that, this mod is still beta IMO so changes are to be expected.

Anyway, sorry about the slowness of getting my pretender in. Ive been tied up a lot this weekend and even now I have to go do something. I will have my pretender in by tonight tho, for sure.

Quote:

Tuidjy said:
I really dislike the extra mods this game ended up with, and I especially
dislike the haphazard nature of the changes. I am out.


Ironhawk March 21st, 2005 04:10 AM

Re: Rebalance Mod game starting, everyone welcome!
 
I now show 9 players in:

Abysia
Man
Ulm
Pangea
Vanhiem
Jotunhiem
Mictlan
Tien Ch'i
Machaka

Is that it or are we waiting for anyone else?

Saber Cherry March 21st, 2005 04:57 AM

Re: Rebalance Mod game starting, everyone welcome!
 
Waiting for Patrick (Marignon). I just sent him a PM.

Patrick March 21st, 2005 03:07 PM

Re: Rebalance Mod game starting, everyone welcome!
 
Sorry, I am in trouble downloading the mod-pack with dial-up. I should get it soon (hour) and then make a God. Thanks to Ironhawk for doing right and not getting BF Ulm! *Cheer*

Edit: I am in. (10:30 am, San Diego)

Ironhawk March 21st, 2005 05:09 PM

Re: Rebalance Mod game starting, everyone welcome!
 
Ok, I restarted the server without "no client start". Whoever logs in first, just hit the Start Game button and it will generate the first turn. I would do it myself but I am at work and dont have a dom2 client here.

Edit: Hahah!!! that was quick. The prize goes to Ighalli who started the game like less than 5 minutes after my post. The first turn is now up http://forum.shrapnelgames.com/images/smilies/happy.gif

Ighalli March 21st, 2005 05:19 PM

Re: Rebalance Mod game starting, everyone welcome!
 
Done and done. May the best Man win! http://forum.shrapnelgames.com/images/smilies/wink.gif

I actually must have connected to the server right when you put it up! I thought "why can I use the start game button all of the sudden?" and checked here. http://forum.shrapnelgames.com/images/smilies/happy.gif

Saber Cherry March 21st, 2005 07:18 PM

Re: Rebalance Mod game starting, everyone welcome!
 
Quote:

Ighalli said:
Done and done. May the best Man win! http://forum.shrapnelgames.com/images/smilies/wink.gif

Cute, but I'm rooting for the best Catgirl http://forum.shrapnelgames.com/images/smilies/happy.gif

Ironhawk March 21st, 2005 08:04 PM

Re: Rebalance Mod game starting, everyone welcome!
 
So, as some of you have already seen the server currently has no timer. I did that cause I wanted to make sure people knew the game was up and running before putting any time limit on it. Once everyone is in and the first turn generates tho, would anyone have an objection to putting the game on 24hr quickhost?

quantum_mechani March 21st, 2005 08:22 PM

Re: Rebalance Mod game starting, everyone welcome!
 
Quote:

Ironhawk said:
So, as some of you have already seen the server currently has no timer. I did that cause I wanted to make sure people knew the game was up and running before putting any time limit on it. Once everyone is in and the first turn generates tho, would anyone have an objection to putting the game on 24hr quickhost?

Sounds fine to me.

Saber Cherry March 21st, 2005 09:23 PM

Re: Rebalance Mod game starting, everyone welcome!
 
I like 24 hours.

Ironhawk March 22nd, 2005 08:15 PM

Re: Rebalance Mod game starting, everyone welcome!
 
Mict is still out. Does tauren know the game is started?

I will PM him...

The_Tauren13 March 23rd, 2005 01:14 AM

Re: Rebalance Mod game starting, everyone welcome!
 
Sorry guys... I went out of town briefly, not thinking the game would actually get going this quickly.

msew March 23rd, 2005 01:32 AM

Re: Rebalance Mod game starting, everyone welcome!
 
if you are the last person to do your turn please, turn twice.

meaning: complete your turn. wait for the turn generation. then turn again

Ironhawk March 23rd, 2005 02:14 AM

Re: Rebalance Mod game starting, everyone welcome!
 
The turn has been generated so I have switched the server over to 24hr quickhost. Good luck everyone!! http://forum.shrapnelgames.com/images/smilies/happy.gif

I concur with msew as well: Last player turns twice.

Saber Cherry March 23rd, 2005 02:22 AM

Re: Rebalance Mod game starting, everyone welcome!
 
Quote:

The_Tauren13 said:
Sorry guys... I went out of town briefly, not thinking the game would actually get going this quickly.

No problem.

(Edit: rest of post depreciated.)

The_Tauren13 March 23rd, 2005 12:51 PM

Re: Rebalance Mod game starting, everyone welcome!
 
Quote:

msew said:
if you are the last person to do your turn please, turn twice.

meaning: complete your turn. wait for the turn generation. then turn again

I almost always do, but last night I was deathly tired and wanted nothing more than to fall on my bed and sleep...
But, no harm done; I am on spring break this week and I assure you I will be completing my turns in a very timely fashion.

Saber Cherry March 24th, 2005 07:51 AM

Re: Rebalance Mod game starting, everyone welcome!
 
I hope I'm not near Machaka; spiders are creepy.

Incidentally, looks like Patrick staled. Wonder what he's up to?

Ironhawk March 24th, 2005 04:38 PM

Re: Rebalance Mod game starting, everyone welcome!
 
He is last out again, already, as well.

msew March 24th, 2005 09:50 PM

Re: Rebalance Mod game starting, everyone welcome!
 
Hope I am near patrick!

Saber Cherry March 25th, 2005 02:00 AM

Re: Rebalance Mod game starting, everyone welcome!
 
Patrick seems to be unavailable. I assume something unexpected occured... shall we switch him over to computer to avoid an unbalancing event (like grabbing an early second capitol)? I had really been hoping to see Marignon's lineup on the field...

Ironhawk March 25th, 2005 08:10 AM

Re: Rebalance Mod game starting, everyone welcome!
 
I was going to move for a vote for just such a thing if I checked the turn in the morning and found him holding it up again. If you and others already feel that way tho then I am totally behind it. Could even get Sheap to be the one to set him to AI so I dont see where his capital is.

Ighalli March 25th, 2005 04:10 PM

Re: Rebalance Mod game starting, everyone welcome!
 
I'm all for getting this game moving on a bit quicker. I say if he stales again tonight then we change him to AI.

Ironhawk March 25th, 2005 06:27 PM

Re: Rebalance Mod game starting, everyone welcome!
 
Patrick has until 5:30pm Pacific to do his turn. If he fails to do that, he will be set to AI. This will hopefully give poeple on the east coast of the US a chance to turn again today and put us in a good position for this weekend.

msew March 28th, 2005 04:46 PM

Re: Rebalance Mod game starting, everyone welcome!
 
I will be out of town from wednesday morning until friday morning.

Want me to find a sub? I probably can do that I think.

Saber Cherry March 28th, 2005 11:22 PM

Re: Rebalance Mod game starting, everyone welcome!
 
If you can find one, that would be ideal, and prevent a 48h play stoppage or 2 missed turns...

Arralen March 29th, 2005 10:02 AM

Re: Rebalance Mod game starting, everyone welcome!
 
Obviously, T'C still isn't up to the task of being survive-able in a MP game.

Besides it's horribly expensive mages prefering to target blood slaves (and not hitting them) and their horribly mage-time (of those horribly expensive mages) consuming Demons of Heavenly Fire, who cannot hit the broad side of a barn, even after flying over and landing just in front of it's axes, obivously the battle magics suck due to being path-1 or path-2 at best and early research non-existant because the preciour mage-time goes into national summons.

Chariots are still not worth the cost, mostly to dumb AI (as all those other nifty units). Best bet are still those bowmen - if there were any decent troops to form a meat shield in front of them.

So, after loosing troops 3:1 against a Mictlan, I turn the crappy leftovers to AI control. After all, it botched to battles, now should it see how it gets along with the rest.

If anyone thinks about beefing up T'C S&A, this is what it obviously needs (This is a hint to the devs, as themes cannot be fully modded !!):

- Master of the way with Astral: Communion, Conjure Nationals

- cheap standard commander: mages are expensive, lousy commanders, the charios are lousy too, and 'only' half as expensive

- Better selection of starting units: Other nations get a scout (which is really needed), shielded inf instead of pikeneers which die in droves to any missle troops.

- communion as starting spell: CM who can actually cast some spells which make a difference

quantum_mechani March 29th, 2005 01:41 PM

Re: Rebalance Mod game starting, everyone welcome!
 
Quote:

Arralen said:
Obviously, T'C still isn't up to the task of being survive-able in a MP game.

Besides it's horribly expensive mages prefering to target blood slaves (and not hitting them) and their horribly mage-time (of those horribly expensive mages) consuming Demons of Heavenly Fire, who cannot hit the broad side of a barn, even after flying over and landing just in front of it's axes, obivously the battle magics suck due to being path-1 or path-2 at best and early research non-existant because the preciour mage-time goes into national summons.

Chariots are still not worth the cost, mostly to dumb AI (as all those other nifty units). Best bet are still those bowmen - if there were any decent troops to form a meat shield in front of them.

So, after loosing troops 3:1 against a Mictlan, I turn the crappy leftovers to AI control. After all, it botched to battles, now should it see how it gets along with the rest.


Sorry to hear about it, this sounds an awful lot like what happened to me playing S&A in Age of Men...

I have had (sort of) successful S&A games, where I at least get to the point of being the dominant power getting ganged up on. However, you need to get lucky with starting isolated/with peaceful bordering nations.

Arralen March 29th, 2005 04:58 PM

Re: Rebalance Mod game starting, everyone welcome!
 
Actually, I haven't turned the nation over to AI yet.

I had a look at the graphs. Now I just want to just sit by and wait if Mictlan manages to grab my castle before getting wiped out at home himself.

Going right for my capital, he managed to take 3 provinces - as much as me. Now he's sitting in the neighbouring province and waits for reinforcements. Meanwhile the other players grab provinces.

So here's my congratulation for effectivly taking us both out of the game early. A wise move, especially in a test game. This way a lot of valuable data about the changes to recruitable troops was gained:
Sun Warriors with Fire-9 bless, the pretender and a smiting prophet beat dispossed spirits, and T'C infantry and a handful of heavenly demons.

Not that I could have told that before ...

The_Tauren13 March 29th, 2005 06:06 PM

Re: Rebalance Mod game starting, everyone welcome!
 
I had no idea that province was adjacent to your capitol, and I will have everyone note that it was you who attacked me first.

But what on earth do you have to whine about? Im sitting here with no money because of a stupid bug where I started with all my negative scales and none of my positive. I hope I die quickly.

Does anyone know if this god damned bug has been reported?

Arralen March 29th, 2005 06:45 PM

Re: Rebalance Mod game starting, everyone welcome!
 
Would you sit by and let another player pile up an army next to your homeland?

I think you left out some details - "No idea" .. you're not only parking your army there for 3 turns now, but moved in reinforcements. Strangly, there where 5 other directions to move when starting from homeland, but you went straight for my capital and didn't take over any other province.

And - if it's indeed a bug, why didn't you tell us on the second or third turn?

Now the game is pretty much busted, at least for testing purposes.

And if one thing proved: S&A isn't competitive. At least in my hands. But I do not play SC pretenders, so maybe that's how it must be played.

And I do not whine. I simply state the obvious - to me. Maybe I exaggerate.


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