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-   -   MP: Lunar Sea - a second bout of modness. Closed - map selection underway. (http://forum.shrapnelgames.com/showthread.php?t=45117)

Herr Heimlich March 20th, 2010 03:56 PM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
Would it eliminate some of those problems, if we´d use a mod less?

Gregstrom March 20th, 2010 04:04 PM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
I doubt it.

pyg March 20th, 2010 04:55 PM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
1 Attachment(s)
Quote:

Originally Posted by Zeldor (Post 736448)
Hmm... I think there are some problems still. I summoned Guardian of the First Flame and he has no description at all. And no abilities [maybe he shouldn't have?] and just Fist attack.

OK, this one isn't really my fault because Guardian of the First Flame/Stone aren't defined in Priests and Sacreds, but in Holy War Divine. This means the Priests and Sacreds will have this problem if you use it on its own. IMO, the proper fix is up to Burnsaber, but I've created a new fixed version of the mod here. Thanks for all the thorough testing!

Zeldor March 20th, 2010 05:01 PM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
It looks like using those mods really messes with magic sites, so many turn to be holy sites [and mostly useless ones], 55% settings feels like about 30%, so we'd need to probably use 75% to even get near original magic sites amount.

Burnsaber March 20th, 2010 06:48 PM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
Quote:

Originally Posted by Zeldor (Post 736388)
And how can someone complain about getting one of the best nations in the game?

I'm not complaining, I was just asking if I could trade. I just dislike playing with over-the-top power nations, especially with the current nation pool we have over here. It just so close to cheating you know? Like if your friend came over to play some wicked fast paced Street Fighter and you would give your quest the old stiff controller with the broken block button while keeping the new one for yourself (and abusing his inability to block with attacking relentlessly).

But anyways, most of my beef with Sauromatia directly relates to Androphag Archers. I won't get into a rant about them here, but I just realized that there is no force on earth preventing me from just refraining myself form recruiting them. So no need to switch nations anymore.

Quote:

Originally Posted by pyg (Post 736462)
OK, this one isn't really my fault because Guardian of the First Flame/Stone aren't defined in Priests and Sacreds, but in Holy War Divine. This means the Priests and Sacreds will have this problem if you use it on its own. IMO, the proper fix is up to Burnsaber, but I've created a new fixed version of the mod here. Thanks for all the thorough testing!

Yeah, the thing is intentional. I admit that it's really clunky, but when I was making that mod, some people expressed very heavy opinions about not wanting the mod make any changes to vanilla nation, so I added the option of disabling the more "extreme" changes by splitting the mod in two. Once I get around to updating the mod (in a month? or two?), I'll combine the mods into one to avoid stuff like this.

Quote:

Originally Posted by Zeldor (Post 736463)
It looks like using those mods really messes with magic sites, so many turn to be holy sites [and mostly useless ones], 55% settings feels like about 30%, so we'd need to probably use 75% to even get near original magic sites amount.

I have tested the distribution of holy sites granted by the Holy War mod twice, with values 10% and 9% of sites being holy (after the tests, I more sites uncommon/ rare, so I think it should be on about 8% now). I have no clue what the amount is with the magic sites mod. I think it adds some more holy sites too. However, I don't think that ranking up the magic site setting will help, the problem is most likely in the amount of common sites. If you rank up the magic site setting, it would just end giving more of those useless sites.

I can go through the sites on the mod on sunday evening and pump like 50% of Holy Wars and Magic Site Mods common sites into uncommon/ rare* (while I'm at it, I could disable that ridicilous autocast darkness mage site). That would correlate directly on giving 50% less "useless" sites.

*note that common sites are ridiciliously more common than the others. Pumping a site from common to uncommon is almost like disabling it for the purposes of a single game.

P.S if you found some HW sites being useless, please give feedback on the HW mod thread [link in signaure], so that I can do something about it in the next version.

Gregstrom March 21st, 2010 04:24 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
IIRC, aren't some of the sites in Holy War duplicates of ones in the Site Mod? If so, removing the duplicates would help.

I'm quite happy to bump up site % anyway.

Zeldor March 21st, 2010 12:02 PM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
Burnsaber:

I know you were joking :) I am rather surprised that someone put Sauro into the pool.

My complaint is not the % of holy sites, but that they are doing almost the same. It feels much harder to find magic sites now and when you try to be happy about it, you can't. You get that "Cool! Magic site!" and after that "Oh, it lets me recruit what? H1 guys? and some medium infantry troops? Where are my gems?". So my problem is that they are way too similar to each other [lame troops + some holy or H1 weak guys] and take away from your income.

Also, all that sites add troops, mages etc, but it's hard to get gold for them at default settings.

pyg March 21st, 2010 12:47 PM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
Quote:

Originally Posted by Gregstrom (Post 736496)
IIRC, aren't some of the sites in Holy War duplicates of ones in the Site Mod? If so, removing the duplicates would help.

It looks like only 6 are duplicated and they are all underwater sites. I can remove them if you like but I doubt they will make a big impact on the game.

Burnsaber March 21st, 2010 05:59 PM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
1 Attachment(s)
Quote:

Originally Posted by pyg (Post 736534)
Quote:

Originally Posted by Gregstrom (Post 736496)
IIRC, aren't some of the sites in Holy War duplicates of ones in the Site Mod? If so, removing the duplicates would help.

It looks like only 6 are duplicated and they are all underwater sites. I can remove them if you like but I doubt they will make a big impact on the game.

Okay, I went through the mod. I disabled the "autocast darkness" mage site and disabled some of the most boring HW holy sites to prevent everyone from drowning in templars. I also went through the magic site mod and moved up all common sites that gave just recruits and no gems in rarity.

With the changes I made, I think we should roll with like 55% magic site setting to get the gem income of a normal game. The attached file contains just the .dm file.

Zeldor March 21st, 2010 06:14 PM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
I will test it tomorrow and try to check most of summons etc and how it looks at 55% site settings.

Zeldor March 22nd, 2010 07:48 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
Ok, few things:

1. Is Call Zealous Blood supposed to summon just 1 guy? Probably yes.

2. That mod seems to mess with graphics at least. Wendigo comes with graphics for Guardian of the smth. Some of them regain proper graphics when improving to better forms. But get back to it on anotehr upgrade... Or maybe those are not guardians graphics? Anyway, something different.

3. Same happens with Treants.

4. There is magic site Temple of the First Tear uw that lets you recruit Sea Father only, not the 2nd guy it is supposed to. Maybe other sites have same problems?

5. Other summons seem to be working fine. Those guardians too.

Gregstrom March 22nd, 2010 03:42 PM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
1. Yes.
2. Okay, as long as this doesn't affect the functionality of the unit this isn't too bad.
3. Ditto.
4. This is more annoying.
5. Cool.

Burnsaber March 23rd, 2010 05:34 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
Quote:

Originally Posted by Zeldor (Post 736636)
Ok, few things:

Okay, I'll take a look. When I did my version, I just disabled sites from pyg's latest version, and did nothing else.

If those bugs are singular cases, I'll fix them. But if they effect a wider range of stuff, I'll leave it to pyg. I just don't have time at the moment to deal with a mod of this size.

Quote:

Originally Posted by Zeldor (Post 736636)
1. Is Call Zealous Blood supposed to summon just 1 guy? Probably yes.

Yes. I admits it's not that hot (just situationaaly useful), but nations that have B/H priests really don't need the help :D.

Gregstrom March 23rd, 2010 05:39 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
Oh, how come EA Ulm doesn't get a H2 priest under Holy War?

Burnsaber March 23rd, 2010 05:55 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
Quote:

Originally Posted by Gregstrom (Post 736761)
Oh, how come EA Ulm doesn't get a H2 priest under Holy War?

Likely because I don't want to boost mage-priests in HW, because it just feels too easy. Like getting your cake and eating it too. What incentive do you have to recruit H2 priests if you just get them as a bonus when you recruit your mages? Some mage-priests actually lose some holy magic in HW because of this.

I could boost the older shaman to H2 if people want me to, but IMHO I'd rather avoid any last-minute changes. You are the admin (and thus the boss), though, so if you just say so, I'll beef them up.

Gregstrom March 23rd, 2010 06:11 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
Oh, that explains it. Ulm not having any H2s is annoying, but I understand your reasoning now.

pyg March 23rd, 2010 09:17 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
1 Attachment(s)
Quote:

Originally Posted by Zeldor (Post 736636)
Ok, few things:

1. Is Call Zealous Blood supposed to summon just 1 guy? Probably yes.

2. That mod seems to mess with graphics at least. Wendigo comes with graphics for Guardian of the smth. Some of them regain proper graphics when improving to better forms. But get back to it on anotehr upgrade... Or maybe those are not guardians graphics? Anyway, something different.

3. Same happens with Treants.

4. There is magic site Temple of the First Tear uw that lets you recruit Sea Father only, not the 2nd guy it is supposed to. Maybe other sites have same problems?

5. Other summons seem to be working fine. Those guardians too.

OK, I fixed the sprite problem (#newmonster now has 14 regex targets!), but I can see no reason why Temple of the First *** wouldn't let you recruit the unit as I can find nothing wrong. Does it list that unit in the site description? I also backported Burnsaber's changes. So much for simple...

Burnsaber March 23rd, 2010 10:52 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
I did a quick test with the pyg's new version. Seems to be working like a charm. I couldn't either find any plausible source for the Guardian of the First Tear bug. I think that we can deal with one unique uncommon holy site just giving Sea Fathers and 2 water gems :P.

I also did a small test with the appearance of the holy sites. I conquered 46 provinces and searched them all for holy. I found 10 holy sites (9 common and 1 uncommon). I had two common holy sites as duplicates, but they produced gems, so it wasn't so bad.

Zeldor March 23rd, 2010 05:39 PM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
That site is fine, it was simply invisible - unit looks exactly like background, so I missed it, sorry for the problem :)

Holy sites seem to be fine now, not too common. So let's create the game on llamaserver, we can choose map while people are uploading pretenders.

Gregstrom March 23rd, 2010 05:48 PM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
The game's up, everybody!

Herr Heimlich March 24th, 2010 07:04 PM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
So, what map to take?

Gregstrom March 25th, 2010 03:15 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
Unless there's some sudden objection, Galadia (as per the game page on llamaserver) will be the map for the game.

Zeldor March 25th, 2010 03:29 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
A bit tight...

Burnsaber March 25th, 2010 03:58 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
Quote:

Originally Posted by Zeldor (Post 737101)
A bit tight...

Which is always better than too sparse. We are not here to play solitaire, right?

Zeldor March 25th, 2010 04:03 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
It's surely not bad for me :)

Herr Heimlich March 25th, 2010 06:15 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
So, 7 of 14 in. Will the first few turns be played in one sitting? Ore will we start turn/day from the first onward?

Gregstrom March 25th, 2010 08:31 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
Given we're working across time zones, I don't want to try fast-tracking the first few turns. Standard quickhosting will apply, so as long as people get early turns in quickly things will move at a decent pace.

Burnsaber March 26th, 2010 08:41 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
I'm terribly sorry for the bother, but I got a sudden chance to join in on a road trip for a grand boardgaming event. Seeing the glamour of a weekend of pizza, lack of sleep and Twilight Imperium, I had no chance but to agree.

If the game starts on the weekend, could the fisrt turn be extended to Monday evening?

Gregstrom March 26th, 2010 09:04 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
Sure thing. Enjoy yourself :D

Gregstrom March 29th, 2010 10:40 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
13 of 14 players now uploaded... Only Ossa to go.

Herr Heimlich March 29th, 2010 06:49 PM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
He still hasn´t.

Gregstrom March 30th, 2010 02:06 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
I pmed him a reminder a little while ago, so I suppose I can give him a day or two before just kicking the game off anyway.

Ossa March 30th, 2010 04:39 PM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
Ups - sorry;)

Zeldor March 30th, 2010 05:51 PM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
My comment on starting location is 'lol, wtf?'. Did anyone check the map and at least make some no-starts? Can I request restarting the game and doing so?

Herr Heimlich March 30th, 2010 08:11 PM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
Quote:

Originally Posted by Zeldor (Post 738049)
My comment on starting location is 'lol, wtf?'. Did anyone check the map and at least make some no-starts? Can I request restarting the game and doing so?

Could you elaborate?

Dimaz March 31st, 2010 12:28 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
Well, 2 neighbors for a starting prov is a bit extreme. I can live with it, however *evil demon smile*.

Alpine Joe March 31st, 2010 12:59 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
yeah this is pretty ridiculous. I recommend a restart.

Zeldor March 31st, 2010 01:36 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
Yeah, swamp with 2 neighbours. And I need resources.

Gregstrom March 31st, 2010 01:50 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
That's not good. I'll get it sorted.

Gregstrom March 31st, 2010 02:05 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
Okay, try this...

Zeldor March 31st, 2010 02:11 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
Looks good.

Dimaz March 31st, 2010 02:30 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
Warning to everyone: you should delete your sent 2h file from game folder before doing new one or select "redo from start", or we will face horrible bugs next turn due to messed unit ids.

Ossa March 31st, 2010 04:19 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
Why has my email address been changed? I did submit my turn:(

Gregstrom March 31st, 2010 04:30 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
I changed Yomi's email address at Graeme Dice's request - and I've just realised I should have changed Arco's. Sincere apologies :( I'll put your email back as soon as you PM it to me.

Burnsaber April 2nd, 2010 04:29 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
I'm sorry for begging for extension again, but I'm at my folks right now and their stupid IE is not letting me to download the turns. I really have to go to work soon and I really don't have the time to deal with #¤%/"%&(! stupid browser.

24h plz?

Zeldor April 2nd, 2010 04:38 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
Don't use IE.

Gregstrom April 2nd, 2010 04:46 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
I'll slap on 24h.

Balaskar April 2nd, 2010 07:56 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
I'll be out of town until monday. I know it's a long time. Any chance of getting an extension?

Gregstrom April 2nd, 2010 01:17 PM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
It's Easter, so sure.

Dimaz April 7th, 2010 12:41 AM

Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
 
Vanheim has 2 stales already.


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