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Re: Faded Magic - No diplo, CBM 1.92, limited magic, Monsters & Dragons! - Recruiting
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Re: Faded Magic - No diplo, CBM 1.92, limited magic, Monsters & Dragons! - Recruiting
I hadn't thought of the violation of the diplomacy part of RP posts. I think I'll just hold off then until the end and submit it as sort of an RP-AAR. That way too I don't have to worry about how much of my build is revealed in the story either.
As for Last of the Tuatha in Dom2, my recollection is that it is the spitting image of Tir Na N'Og in the early age of Dom3. I definitely remember Sidhe Champions, Sidhe Lords, and Ri with almost if not absolutely identical paths. I wasn't too focused on that part of the game then, though. I tended to issue magical items based on merit for instance. One item per yellow star and a full suit for a red star. Other items issued based on valor in combat, that sort of thing. And, I never scripted at all until I played MP. And, Buzzsaw definitely had fun in the Nations game. I thought I had a pretty good shot of getting him to join this game though at the cost of not being able to work on my turn during lunch hours. Unfortunately, he decided just this week he was taking a break from all kinds of gaming for a bit to get some things done. Perhaps he'll be in for the next one. |
Re: Faded Magic - No diplo, CBM 1.92, limited magic, Monsters & Dragons! - Recruiting
Mmmm any chance I can play MA Jomon (Shatner's/Legowarrior's mod)?
If there are balance issues then I will go for Shinuyama. I am feeling oriental today... |
Re: Faded Magic - No diplo, CBM 1.92, limited magic, Monsters & Dragons! - Recruiting
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I'll post an updated mod soon. In addition to removing gem gens and making darkness require D5 I'm making one significant change and removing the MR negates from Iron Bane (it will now require E5 and 5 gems). I was thinking about pretender builds and it occurred to me that high MR troops combined with an S bless or antimagic could basically become immune to iron bane. That means it would go from a spell that had the drawback of also harming your own troops to one that would largely only effect the enemy. That's definitely not what I was aiming for so I'm going back to my original plan of just making it more difficult and much more expensive to cast (making it MR negates was a last minute addition before I posted the mod and even then I wasn't sure it was a good idea). One last thing: I'm thinking of switching my nation from Eriu to Caelum. I'd really like to use the various monster and thug summons but don't really trust myself not to keep using the glamoured thugs I like so much if I have them available. :p Playing Caelum will force me to use them as they don't have recruitable thugs. And it seems like there could be a nice synergy between flying monstrums and dragons and Caelian units. I'll miss the sleath aspect of Eriu but I also like mobility and Caelum has tons of that. I'll decide for sure by the time I post the updated mod. |
Re: Faded Magic - No diplo, CBM 1.92, limited magic, Monsters & Dragons! - Recruiting
You should hurry up. The longer this is in stasis, the more players will leave.
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Re: Faded Magic - No diplo, CBM 1.92, limited magic, Monsters & Dragons! - Recruiting
Done! Everyone please download the new mod file from the first post. The filename is the same so you can just replace the old one. You'll know you have the new one when you "v2" at the end of the name when looking at the list of mods in-game.
The game will be setup on the server shortly. Final player count is 7, so with a 12-15 prov/player average we're looking for a map of around 90 provinces. A little water would be nice to break up the terrain and provide a place to summon things like krakens but we don't want too much. I'll start looking around, suggestions also welcome. |
Re: Faded Magic - No diplo, CBM 1.92, limited magic, Monsters & Dragons! - Recruiting
Oh, and I will be giving Caelum a try. Never played them before so this should be interesting (i.e. likely a disaster ;)).
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Re: Faded Magic - No diplo, CBM 1.92, limited magic, Monsters & Dragons! - Recruiting
Game is ready for pretenders. Please remember you only need the game mod active when creating your pretender since it includes CBM.
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Re: Faded Magic - No diplo, CBM 1.92, limited magic, Monsters & Dragons! - Recruiting
CORRECTION: Of course right after I uploaded the mod to the server I realized I forgot to make the changes to leprosy. I'll have to upload it again but that means I'll also need to change the file name. Please download FadedMagic3 from the first post and when looking in your list of mods you'll see "v3" at the end of the name of the version of the mod you'll want active when creating your pretender.
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Re: Faded Magic - No diplo, CBM 1.92, limited magic - Design pretenders
A couple of map options:
Realm of Many Tomatoes The Land of Ethereal Squirrels There is a version of Ethereal Squirrels on the server that has 7 fixed starts. I don't know where those starts are placed but I figure they're almost certainly better than what the game would assign. But I'm kind of curious to try Tomatoes since I've never played on this map before. If we went with this one I'd remove the outside ring of water provinces. We could either gamble on random start locations or decide on fixed start locations with the drawback that we'd know where all the caps were located. |
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