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Re: Template for reducing late game MM hell
Agree on 1 and 2.
3 just makes the games last longer and favors bless nations. 4. is going to make nations with recruitable SCs even more powerful 5. might be the same as 4. - make it harder to get enough summons to fight recruitable SCs when you are playing a human nation I have a draft post on some of what I dont like about Dominions that involves MM, but also things beyond MM - maybe I will dig it up. PS getting rid of hammers would save a lot of time - i like that idea. |
Re: Template for reducing late game MM hell
I totally agree with IronHawk.
Every once in awhile I see someone saying that a particular game type or mod has become "standard practice". I always try to check just to be sure but I have rarely seen anything approach at MOST 50%. And thats usually on a specific server or a within a specific group of players. (so far Streamers and Standards seems to be the winner). I tend to put such comments in with the best nation, worst nation, game killer strategy, etc comments. Everyone seems to agree that they exist but there doesnt seem to be an agreement on what it is so it all seems to balance out. On the other hand... There is an interest at the moment in the RAND games. I have played around with the idea of an even deeper anonymous game. Since I do have my own server I could create a huge game called Anon and provide email addresses to each player. That and since it would be on my server I could monitor the connections and game logs to insure (as much as possible) that no multiple players and in-game messaging is going on. So far each time I come up with another way of monitoring it I come up with another way to get around it so for now its just a bunch of notes in the game-types folder. Gandalf Parker |
Re: Template for reducing late game MM hell
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Overall, I'm sorry to say that I think the game is designed for less players than it's being played with often. 4 player games generally have all that you like: No late game MM, not much in terms of diplomacy. The issue is that, well, you don't reach "end game" and the game is over faster, which is exactly what your changes try to accomplish. |
Re: Template for reducing late game MM hell
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Is there consensus that RAND helps avoid MM hell? That's the question. |
Re: Template for reducing late game MM hell
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And on gem gens, yes they will be unique items in the next CB. |
Re: Template for reducing late game MM hell
I don't think it does. Knowing you have NAPs and that you can buy some items rather decreases the time you spend on your turns. So I'd say that RAND style games increase MM [unless someone claims diplomacy is part of MM].
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Re: Template for reducing late game MM hell
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But opening up other SC options through llama's mod is a much better option. It might be interesting to combine that with a mod adding national SCs to nations that lack them. With other options in place the cost of tarts could be made more realistic. As I recall QM didn't want to make them too expensive since it would make things even harder for nations without GoH/Chalice. With other options now available tarts could be priced accordingly (not necessarily on base CBM since it probably wouldn't include the new summons). As an aside, I think at this point it is unlikely IW will be adding much content to the game (especially revisiting existing nations). If it seems like there's an interest in adding national SCs to nations that lack them I'd be willing to coordinate and put together the mod, but I'd need help with graphics. Quote:
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You know, there's a cap on how many units you can recruit due to upkeep costs. I wonder if a lot of the late game drudgery would be eliminated if summons also had an upkeep cost - paid in gems, not gold. This would limit the number of summons you could field. Having to make tough decisions on how to allocate limited resources is what makes the game interesting to me. But barring IW making that change that seems impossible. |
Re: Template for reducing late game MM hell
Catching up on the thread. I must say I really like the sound of getting rid of Dwarven Hammers (by making them unique). As besides the MM relief involved, it could result in a lot of new strategies evolving for several nations if they no longer had to concern themselves during the build phase with how they are going to aquire Dwarven Hammers during the game.
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Re: Template for reducing late game MM hell
[shameless selfadvertising]
Concerning Research, I was working on a Mod that sets research output to a fixed number. http://forum.shrapnelgames.com/showthread.php?t=43679 I don't have the time to work a lot on it currently, but there is a "finished" version for SP EA games. The features (beyond not having to mm your researchers) are: Faster research in the early game Slower research in the late game Starting armies are out also, you could mod them in without commanders, but I haven't much bothered because with a few exceptions every nation has a way to get an acceptable start without awake SCs with the current settings. At this point playtesting would be helpful [/shameless selfadvertising] |
Re: Template for reducing late game MM hell
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