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Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
Would it eliminate some of those problems, if we´d use a mod less?
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Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
I doubt it.
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Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
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Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
It looks like using those mods really messes with magic sites, so many turn to be holy sites [and mostly useless ones], 55% settings feels like about 30%, so we'd need to probably use 75% to even get near original magic sites amount.
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Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
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But anyways, most of my beef with Sauromatia directly relates to Androphag Archers. I won't get into a rant about them here, but I just realized that there is no force on earth preventing me from just refraining myself form recruiting them. So no need to switch nations anymore. Quote:
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I can go through the sites on the mod on sunday evening and pump like 50% of Holy Wars and Magic Site Mods common sites into uncommon/ rare* (while I'm at it, I could disable that ridicilous autocast darkness mage site). That would correlate directly on giving 50% less "useless" sites. *note that common sites are ridiciliously more common than the others. Pumping a site from common to uncommon is almost like disabling it for the purposes of a single game. P.S if you found some HW sites being useless, please give feedback on the HW mod thread [link in signaure], so that I can do something about it in the next version. |
Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
IIRC, aren't some of the sites in Holy War duplicates of ones in the Site Mod? If so, removing the duplicates would help.
I'm quite happy to bump up site % anyway. |
Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
Burnsaber:
I know you were joking :) I am rather surprised that someone put Sauro into the pool. My complaint is not the % of holy sites, but that they are doing almost the same. It feels much harder to find magic sites now and when you try to be happy about it, you can't. You get that "Cool! Magic site!" and after that "Oh, it lets me recruit what? H1 guys? and some medium infantry troops? Where are my gems?". So my problem is that they are way too similar to each other [lame troops + some holy or H1 weak guys] and take away from your income. Also, all that sites add troops, mages etc, but it's hard to get gold for them at default settings. |
Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
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Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
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With the changes I made, I think we should roll with like 55% magic site setting to get the gem income of a normal game. The attached file contains just the .dm file. |
Re: Lunar Sea - a second bout of modness. Closed - map selection underway.
I will test it tomorrow and try to check most of summons etc and how it looks at 55% site settings.
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