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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
I'm not very fond of symmetrical maps myself. My top pick from the above list would be First World.
To make the water less of an issue, I find dead seas to be pretty effective. I would think combining provinces would make ships much more powerful. Though, that could be interesting too. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
I see the points regarding symmetrical maps. They have their virtues but asymmetrical maps are usually more visually appealing. Since I've been playing so much on perfectly symmetrical map, I'd also like to try something different.
FirstWorld looks good to me. And making the seas dead sounds like a good solution for dealing with the water provinces. The only thing I'll mention is that starting in the middle of the map and also having a lot of low pop wasteland provinces will be very tough for the nation that starts there. Maybe we could reduce the wasteland in that area and add one or two more bottlenecks so it's more defensible? Disconnecting 38 from 25 and 29 is the main one that comes to mind. And/or disconnect 54 from 53? Louist, if we go with your map would you like to make the changes? If you don't want to I'll do so but of course it's your call. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
There seem still to be some issues with the mods. I played Ulm against AI, and my archers had only daggers, no bows.
So especially Louist as Ulm should look into that! |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
I've just uploaded a revised version of the mod.
It looks like the problem with EA Ulm was due to the unit's weapons being listed by name rather than weapon number. It was specific to EA Ulm and wouldn't have affected us but I went ahead and changed it anyway. But a good catch; if anyone else notices problems with their nation please let me know. Here is a list of other changes: * Found some more sites that allowed mage recruitment and removed them. * Removed Bloodletting. * Reduced number of effects of Call Maenad spell from 15 to 10 and made it level 1 instead of 0. * Increased cost of Pangaea's Construct Manikin spell from 3 gems to 5. If anyone has concerns about the Pan spells please let me know. I originally added these with the idea of compensating them for the loss of those aspects of the nation and with the idea that someone else would be playing them. But it feels a bit strange to be adding and pricing spells that impact the nation I'm now playing. I'm quite willing to remove them or nerf them if anyone has issues with the spells. Btw, the revised version of the mod has "v2" at the end of the name when you look at the list of available mods in-game. You can also tell you have the new version if Bloodletting is no longer on the list of spells. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
Obviously I like First World, and have enjoyed my test games using it.
That said, the more I play it the more I find dubious borders and provinces that are scaled a tad small. As it was my first map attempt, I didn't realize the importance of saving a master copy of the map, with separate layers :( My only real option, then, would be to stretch them image and hope the quality doesn't drop too far, and edit the .map file to ensure the in-game borders more closely resemble those that I've drawn. (I've been putting my spare time into working on new, hopefully more polished maps, which has kept me from trying this out.) Still, it's a perfectly serviceable map, with problems that are really just cosmetic. A question, Valerius: Is construction 8 empty of items? I understand you left some high level unique non-craftable items in for random events, but is there anything else? Also, have you tweaked astral sites at all? Or am I just having poor luck? In a play through with an astral pretender I ended up finding only 2 non-capital sites after probing the my two-thirds of the map. These accounted for 2 pearls as opposed to the 60 or 70 gems I was pulling in (without having searched for any death, and only minor looks into water and fire). |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
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Oops, EA Ulm? That might explain things better :) |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
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I can make the changes to neighbors, if we don't mind the existing borders as they're drawn, or me fudging them somewhat by replacing the dotted lines with solid ones. As for the wasteland, I can set them all to no-spawn, so no one is forced to start there. It will make for a tighter fit along the sides, though. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
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Btw, if you want to run some more tests a quick way to do it is temporarily add the following lines to the bottom of the mod: #selectspell "Acashic Record" #researchlevel 0 #path 0 6 #pathlevel 0 1 #fatiguecost 100 #end This will set Acashic Record as a level 0 spell costing 1 N gem to cast. Then start a game with several human played nations (no need for AI), each starting with 9 provinces, and start site searching them. Be sure to either remove these lines or just copy over your "test mod" with another copy of the "real mod" before the game begins. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
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But if we go with your idea about everyone starting on the sides then we probably wouldn't even want to change the borders. Hmm, tough call. This gets me wondering if we should set fixed start locations? The top locations on the east and west of the map would have less access to the empty middle of the map but they'd also have the most defensible positions, which seems like a fair trade. In any case, I'm flexible. I'm not really concerned about everything being balanced; I was mainly worried that the person who started in the middle wouldn't have fun because they'd be surrounded and struggling to get enough gold to do anything so I just wanted to do something to help that position out. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
Btw, I only removed magic sites allow recruitment (in order to emphasize the "no indies" aspect and increase the value of conquering an opponent's cap) - I didn't remove any other sites. In one of my test games the Ultimate Gateway popped up and I imagine if you get that or one of the forge bonus sites it will be just as much of a game changer here as it would be in a normal game. Definitely something to keep in mind with your site searching strategy.
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