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-   -   MP: ThreeFort - Experimental game - Squirrelloid/Bandar Log wins! (http://forum.shrapnelgames.com/showthread.php?t=45684)

LoloMo May 27th, 2010 02:07 PM

Re: ThreeFort - Experimental game - Recruiting - 1 spot left!
 
No objections to removing MoD. But I may change my nation pick. Any other changes that need to be discussed?

Valerius May 27th, 2010 02:35 PM

Re: ThreeFort - Experimental game - Recruiting - 1 spot left!
 
Quote:

Originally Posted by LDiCesare (Post 746876)
I will pick Mictlan if it's available. Otherwise, Eriu.

Mictlan is available. Eriu I had already taken for myself. :)

Quote:

Originally Posted by LoloMo (Post 746879)
No objections to removing MoD. But I may change my nation pick. Any other changes that need to be discussed?

Thanks for being flexible. And that's a good point about discussing other changes now. Anything else that people feel will be a problem?

Valerius May 27th, 2010 03:05 PM

Re: ThreeFort - Experimental game - Recruiting - 1 spot left!
 
Looking through the available spells there's three that stand out as possible problems.

Earthquake - This one I had thought about beforehand and decided to keep in. With rain of stones out of the picture I thought it was important there be one spell that could disrupt communions. It has high casting requirements and is available to anyone by summoning troll kings and giving them earth boots.

Darkness - Darkness is just a tough spell to deal with but that's the case even with high level magic available since solar brilliance has some definite drawbacks.

Iron Bane - This was a tough call and of the three here is the one I'm most inclined to remove. The troop buffs that increase natural protection and have a large AOE start at level 7. It will be real difficult to give your troops natural protection using the spells available. I had also considered giving spells like Iron Warriors/Protection an AOE of 2-3 to help this situation (though N is in better shape since Wooden Warriors has an AOE of 5).

Valerius May 27th, 2010 03:23 PM

Re: ThreeFort - Experimental game - Recruiting - 1 spot left!
 
Also, I'm going to hold off for a bit on posting a fixed mod in case we find any more bugs or decide there are other problematic spells. Looking over the spells just now I realized Sea of Ice was castable. Not that it would be of much use on this map, but still...

LoloMo May 27th, 2010 10:11 PM

Re: ThreeFort - Experimental game - Recruiting - 1 spot left!
 
I vote to ban all 3 and communions too :D Or make communions cost gems and make communion stones cost more.

Valerius May 27th, 2010 10:45 PM

Re: ThreeFort - Experimental game - Recruiting - 1 spot left!
 
Hey, if we can get a consensus that's fine by me. ;) Actually, I like the idea of communions costing gems. If there were no earthquake, communions would be pretty safe but they'd be expensive - you'd have to limit large communions to when they were really needed.

NooBliss May 28th, 2010 03:46 AM

Re: ThreeFort - Experimental game - Recruiting - 1 spot left!
 
Sigh.

These three spells are amongst the best things coming for Agartha. :(

Valerius May 28th, 2010 03:57 AM

Re: ThreeFort - Experimental game - Recruiting - 1 spot left!
 
I don't think we're really going to eliminate them. I think LoloMo was (partly) joking. I think it's worth considering if there's a second game and balance changes are made but unless we have the type of agreement we had for MoD we'll leave them in for now.

On another note, I'd really like to get a sixth player but if there's no interest by the weekend I'll either edit the current map to fit 5 players or come up with a different map so we can move forward.

Squirrelloid May 28th, 2010 09:44 AM

Re: ThreeFort - Experimental game - Recruiting - 1 spot left!
 
Of those three, darkness is the only one i see as a potential problem.

Ironbane: still requires a strong blow to actually destroy the armor, which means until then you get protection (I like destruction more, even if you have to cast it more frequently). And its a counter to E9 blesses, so deserves to stay for that if nothing else. Note Wooden Warriors isn't all battlefield, but its large AoE natural protection boost.

Earthquake: This spell's performance is so lackluster i'm not even sure it qualifies as real communion disruption.

Darkness is pretty awesome, but it has a counter, and requires a heavy undead or demon strategy to really shine. And demons are probably painfull expensive since you jacked up the cost of all the blood spells. So, definitely good, I'm not convinced its better than MoD with the new blood costs.

Valerius May 28th, 2010 11:29 AM

Re: ThreeFort - Experimental game - Recruiting - 1 spot left!
 
Quote:

Originally Posted by Squirrelloid (Post 746988)
Earthquake: This spell's performance is so lackluster i'm not even sure it qualifies as real communion disruption.

True enough; I've used it a fair amount as Vanheim and always been underwhelmed by the results. In addition to low damage per casting, one problem I had was my later casters getting killed (despite my attempts to protect them and not having any fatigue yet) by the first casting(s). If you had high HP casters like, say, Agartha I think you'd have much better results stringing together the 3 castings you need to really have an impact.

Quote:

Originally Posted by Squirrelloid (Post 746988)
Of those three, darkness is the only one i see as a potential problem.

Darkness is pretty awesome, but it has a counter, and requires a heavy undead or demon strategy to really shine.

And Agartha. That nation is starting to look OP! :) But I'm not sure what you mean by having a counter? I thought the choices were Solar Brilliance or the Ark (neither of which are available)?

Also, if we don't find another player I've got an easy map fix: I'll combine the two northwestern starts into one and eliminate the water province in the northwest corner (since it will now be undisputed).


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