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Re: Late Era Team Game
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Re: Late Era Team Game
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If you quit without saving right after you start you can do your turn at home without connecting, and next time you connect the finished turn will upload. That way you don't have to finish your turn in one go. |
Re: Late Era Team Game
Actually, even simpler, and safer, is to exit after the turn downloads without even going into the turn.
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Re: Late Era Team Game
ehm nice solutions but I'd just prefer if everything worked as it should.. no offence KO http://forum.shrapnelgames.com/images/smilies/laugh.gif
anyway if you think pplz should not try to take best setup for a MP game to try to win you are living in a fantasy world.. in SP you can RP in MP you spend half a year on a game so some results would be nice AND that means going into it as strong as you can. my point.. your view of playing the game is not right |
Re: Late Era Team Game
Of course it is right http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Late Era Team Game
Here's how it works:
* If you "Save and Exit", the game engine makes a .2h file for you. * If you then log onto the server, it'll automatically send any .2h files you have. It's the second behavior that sometimes trips people up; you generally get used to it (not connecting to the server until you're really done with your turn,) but it causes enough headaches, especially for new players, that it may not be ideal. I'm going to be out of town Sat and Sun. Given the timer, I might not even miss a turn, but could we have an extension just in case? Now that my war has heated up I don't want to leave my armies hanging. |
Re: Late Era Team Game
Really the changes that need to be made to the other pretenders are not hundreds of changes. The human mage types should be geared better towards being a rainbow/bless chasis, and some of the Titan/Monster types should have their costs or cost to add a new path reduced.
As it stands now, if you want a decent bless, it is more cost effective to take the supercombatant who has the starting paths for the bless than it is to take a simple mage. If you try to build both equally, the supercombatant comes out ahead in dominion and scales compared to the mage all other things being equal, making choosing a mage pretender pointless except for rainbows, which in themselves can often be inefficient. Finally, alot of the pretenders are redundant. There is no reason to take them often times because there is a similar pretender who has more advantages. |
Re: Late Era Team Game
maybe the special abilities on pretenders should be more diverse and powerfull so decision is not just made on how you get certain paths you want cheapest.
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Re: Late Era Team Game
I find it hard NOT to power game in a setting in which you're trying to banish every other nation and their pretender gods to hell for the rest of eternity, kind of inspires a no-holds-barred attitude ;-)
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Re: Late Era Team Game
Personally, I would give all of the rainbow pretenders #magicboost 1 for all paths, and an (additional or expanded) utility ability.
This means that rainbow pretenders are flat-out-superior as *spellcasters*, but their blessing would cost the same as any other chassis. At present, there isn't a lot of call for spellcaster pretenders, but I think this would change (at least for certain nations with a strong military but minimal dependence on sacreds) if spellcasting on rainbow pretenders were simply a better deal. For the titans, I'd say that every one should have a potent, and useful, #onebattlespell. I put together a list at one point which QM is going over. All of this is a bit drastic for vanilla, though. The presence of the modding engine means we can test changes like this out and see what happens. |
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