.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Multiplayer and AARs (http://forum.shrapnelgames.com/forumdisplay.php?f=145)
-   -   MP: Noobs and Vets II: Days of Infamy. MA, BI. Game Over. Supplicants Triumph! (http://forum.shrapnelgames.com/showthread.php?t=45227)

Sombre April 26th, 2010 06:44 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI, Enlisting 16/17.
 
I think you should discuss whether or not to use cbm.

chrispedersen April 26th, 2010 12:07 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI, Enlisting 16/17.
 
I don't mind bowing out, comments per pm.
Sept do you still want the gem thing we discussed like 20 pages back?

Wrana April 26th, 2010 03:11 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI, Enlisting 16/17.
 
Quote:

Originally Posted by AlgaeNymph (Post 742321)
Oh, and will we be using the CBM?

I hope no. :D
Actually, I thought that if it wasn't mentioned at the starting post... ;)

pyg April 26th, 2010 09:49 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI, Enlisting 16/17.
 
What, we're not using CBM?!?

rdonj April 26th, 2010 10:34 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI, Enlisting 16/17.
 
Didn't in the last one, either.

don_Pablo April 26th, 2010 11:54 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI, Enlisting 16/17.
 
Supplicants of Set are stongly against CBM

Septimius Severus April 27th, 2010 03:01 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI, Enlisting 16/17.
 
All games in the series are vanilla. If it was CBM you'd have seen it indicated either in thread title/and or in opening post. This is generally a mod free game (excepting the BI mod, and I'm still trying to gauge how effective that one is versus its drawbacks). The only other mod I really ever entertained using was the End Game Diversity Mod due to the benefit it might bring to Children of Crom in particular.

Septimius Severus April 27th, 2010 04:10 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI, Enlisting 16/17.
 
Failing any objections from DrP or his team, I am allowing a single rainbow pretender for the merc, by adding the Aquatic Archmage to their available pretenders.

I am also changing the pretender path restrictions.

The new pretender path restrictions will be as follows:

Unlimited magic in team's Primary Path, level 6 max in a teams Secondary path and/or any paths native to your pretender, and level 3 max in anything else.

This does several important things: It retains the primacy of the main paths, allows me to keep all currently available pretenders choices in the game, including the Wyrm, and lets you give your natively single path pretenders more magic in the secondary path. I will update the teams&themes.pdf shortly to reflect this.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------
We need one more player to captain a team, whether it be replacing me or taking Usurpers. I have sent a PM'ed proposal to Chris. If he accepts, well and good, if not, that is fine as well.

Algae and Co, I am always willing to switch over to your team and captain the team if need be. It works for me just the way it is. :D. If your willing to step up again (I know you have great courage) that is not a problem. Advisors can't hurt for any team. Neither could more alternates. We've some time yet, so no emergency.

ano April 27th, 2010 04:36 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI, Enlisting 16/17.
 
Quote:

The only other mod I really ever entertained using was the End Game Diversity Mod due to the benefit it might bring to Children of Crom in particular.
Then why not use it here? I really liked it and actually it might bring path-oriented balance into our current magic-restricted design.

Septimius Severus April 27th, 2010 05:09 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI, Enlisting 16/17.
 
Quote:

Originally Posted by ano (Post 742456)
Quote:

The only other mod I really ever entertained using was the End Game Diversity Mod due to the benefit it might bring to Children of Crom in particular.
Then why not use it here? I really liked it and actually it might bring path-oriented balance into our current magic-restricted design.

I am still considering it and had consulted Llama on it. I was waiting on the new version Llama was set to release.

Let me add for all, that in addition to the partial mountains/freshwater terrain mask map changes which are generally agreed upon, if the potential usurpers captain wants/needs those 4 extra water provinces, I am leaning now toward placing them on the diagonals (less obstructing than the edges perhaps) and possibly connecting them with the center and each other but not with the corners for obvious reasons. The option to connect with the R'lyeh cap will be available. I will probably however not assign VPs to these extra ones if used, as I don't want to bias the VP victory condition too much in favor of R'lyeh or the death team on a mostly all land map.


All times are GMT -4. The time now is 12:07 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.