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Re: 60 Player MegaGame Discussion Thread
The flag mod Zepath did is different from age to age. It even has a cheat sheet jpg preview file telling you what age the nation is http://forum.shrapnelgames.com/images/smilies/laugh.gif
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Re: 60 Player MegaGame Discussion Thread
Ahhh, well with a cheat sheet it works great then.
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Re: 60 Player MegaGame Discussion Thread
Quote:
Also, unlike Arcane Nexus, it isn't directly helped by the number of players. If you think Utterdark should be banned here, wouldn't it be reasonable to ban it in any sized game? What does everyone else think? |
Re: 60 Player MegaGame Discussion Thread
I really don't think you should be banning *any* spell (besides that one summon that summons the wrong creature). There's no reason why Utterdark is any more threatening than Arcane Nexus. I believe in the market of ideas, if people find a spell threatening enough, then they should be able to band together to dispel it. If they can't, then they deserve to lose.
Think of the amount of resources that 59 nations could put together versus 1. Jazzepi |
Re: 60 Player MegaGame Discussion Thread
Correct me if I'm wrong please:
AN creates a gem imbalance, more players = more gem income = greater chance of popping it back up reinforced. Starting a cycle where eventually its hypothetically impossible to dispel. Utterdark just hits gold (not gems right?) so even though it pretty much sucks for everyone, over time they should be able to gang the caster. IMO no ban on utterdark |
Re: 60 Player MegaGame Discussion Thread
There is a link to the map on the first post. It looks like plenty of water and looks like at least a 1000 province map. If all 60 nations played then that would be 16 provinces each. 60*16=960
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Re: 60 Player MegaGame Discussion Thread
Nexus would only be a problem because the turn order is bugged, at least for Corruption. Globals aren't supposed to go into effect until after the rituals phase is over, so nexus shouldn't generate income the turn it is cast according to the book, but it will (I believe) in practice, although how much will depend on where in the random casting order it ends up. So if people were routinely spending 600 non-astral gems/turn on rituals it would be a safe cast, although it would be 1200 if you figure in alchemy since you won't get pearls from it (you get half the gems spent, and on average will collect from half of the spells cast the same turn as nexus because of random cast order. 150*2*2) I BELIEVE forging DOES happen before rituals, so the nexus caster won't be collecting from forging on turn 1, just rituals. This seems like it could happen late-game on a 1000 province map, although it is a huge chunk of gems.
I think a better solution would be to up the base cost of it, maybe to 300 pearls so that there's actually some strategy going into the gem economy equation. It'll be hard to make a profit with it if it's that hard to cast. If people can't get their stuff together to dispel it, well, they brought the loss upon themselves then, no? |
Re: 60 Player MegaGame Discussion Thread
I just tested the flag mod - it seems to work so that fixes that problem.
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Re: 60 Player MegaGame Discussion Thread
You should probably combine the flags and 60-nations into a single mod. I was thinking of doing that myself after the patch came out.
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Re: 60 Player MegaGame Discussion Thread
Is it as simple and cutting and pasting the contents of the mod into one? <<<< Knows nothing about mods.
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