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-   -   Mega Age II -Kingmaker(Started) (http://forum.shrapnelgames.com/showthread.php?t=38540)

Xietor May 2nd, 2008 05:34 PM

Re: Mega Age II (Kingmaker) Sign Up!
 
no, races will be assigned on may 7, or when everyone turns their picks in.

It may be a good idea for the 1st 2-3 alternates to send me picks as well. If may 7 comes and picks are not in, then the players will be replaced.

alctel May 2nd, 2008 07:05 PM

Re: Mega Age II (Kingmaker) Sign Up!
 
I'm in

edit: i'm a new player so I really don't mind which race I get http://forum.shrapnelgames.com/images/smilies/happy.gif

Herode May 3rd, 2008 10:29 AM

Re: Mega Age II (Kingmaker) Sign Up!
 
Quote:

Xietor said:
There is only one water race left-EA Oceania. Thanks for all of the offers to take a water race, but you may want to look at ea oceania before making the offer. It seems like this race would have a hard time if it left the water.

I had a look on EA Oceania, it does not look like a pain in the neck. AW or AN mages can help going out of water. Also depends on the pretender, of course. I can maintain my offer if a water nation still lacks & if it helps you starting the game.

cleveland May 3rd, 2008 10:48 AM

Re: Mega Age II (Kingmaker) Sign Up!
 
Not sure if the research difficulty discussion was ever settled...

I'll preface it by saying I'm a proponent of Very Hard Research: on a map this large, somebody will undoubtedly take a huge number of forts early on, accumulate a large number of forts, i.e. mage recruitment centers, and finish all research by turn 50.

But, I also appreciate the need for certain nations to access magic to be competitive early on.

Simple solution:
Set research=Very Hard, but move all level-2 spells into level-1.

Xietor May 3rd, 2008 11:49 AM

Re: Mega Age II (Kingmaker) Sign Up!
 
I believe we determined it is not possible to make a mod to stagger the research. So hard is our best option.

If anyone knows more about mods than me(and the people i asked), I would use a mod that does the following:

paths 1-3 normal research
paths 4-6 hard research
paths 7-9 very hard research.

I would love a mod that could do that. But if no one makes one(and some say it cannot be done), then we will use hard research.

DrPraetorious May 3rd, 2008 12:13 PM

Re: Mega Age II (Kingmaker) Sign Up!
 
What Xietor proposes isn't possible, but what cleveland proposes *is* possible.

Level,Total Easy,Total Normal,Total VD
1,20,40,100
2,60,100,260
3,120,200,520
4,220,360,940
5,380,620,1620
6,640,1040,2720

My suggestion would be:
Very Hard research
All lvl 1,2,3 spells are level 1 (lvl 2 for Con).
All lvl 4 spells are level 3
All lvl 5 spells are level 4 (3 for Con)
All lvl 6 spells are level 5
Lvl 7+ spells stay where they are.

Thus, spells level 1-3 are effectively easy difficulty.
Level 4-6 spells are effectively hard difficulty.
Lvl 7+ spells are very hard difficulty.
Item construction remains very hard difficulty.

I can generate such a mod if you want.

Xietor May 3rd, 2008 12:30 PM

Re: Mega Age II (Kingmaker) Sign Up!
 
That would be great Dr. P, But I am not sure any spells should be easier to research than normal. Normal levels are not too bad. And it really makes the bless nations a bit weaker if some spells are set to easy.

My fear is it makes the penalty for drain 2 too small of a price to pay for 80 design points.

llamabeast May 3rd, 2008 12:53 PM

Re: Mega Age II (Kingmaker) Sign Up!
 
Sounds like a cunning plan Dr. P. I'd suggest level 3 -> level 2 rather than 1 though. That way level 2 and level 3 spells are both at approximately normal difficulty, and also there will be no gap at level 2.

There is also the quirk that no spells will be available at level 6. You might want to take an educated decision and split the level 6 spells into more and less powerful ones, putting the less powerful ones at level 5 and the more powerful at level 6.

Amhazair May 3rd, 2008 12:56 PM

Re: Mega Age II (Kingmaker) Sign Up!
 
If you make all lvl 3 spells lvl 2 and keep Dr.P. suggestion otherwise unchanged that would make lvl 2 spells (now at lvl 1) effectively normal difficulty, and lvl 3 spells a little bit harder than normal.

It would of course mean there are no lvl 6 spells anywhere.

Amhazair May 3rd, 2008 12:57 PM

Re: Mega Age II (Kingmaker) Sign Up!
 
Eh, Llama. Stop saying exactly the same thing as me, but explained more clearly. It makes me look an illiterate copycat. http://forum.shrapnelgames.com/images/smilies/wink.gif


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