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-   -   Global War (use new thread pls) (http://forum.shrapnelgames.com/showthread.php?t=38206)

Foodstamp April 11th, 2008 04:23 PM

Re: Global War (full, server up)
 
Nope.

Tuidjy April 11th, 2008 05:28 PM

Re: Global War (full, server up)
 
You can mod the nation's starting sites, can't you? I.e. if you want to give Ulm
an extra 100 resources, you mod the Forges of Ulm.

Rathar April 11th, 2008 05:37 PM

Re: Global War (full, server up)
 
Huh that would be a bit odd if you couldn't somehow as I know you can give specific spells, magic items and units

CUnknown April 11th, 2008 07:11 PM

Re: Global War (full, server up)
 
Aha, Tuidjy is smart. I will mod the three Neutrals so that their starting site has +50 resources, +30 gold per turn, and +1 astral pearls per turn.

After 50 turns, they would get 50 astral pearls and 1500 gold from this bonus. Not quite the same bonus as they were supposed to get, but it should help them out.

However, the problem being, that anyone who conquers a Neutral will be able to get this bonus.

Any suggestions as to what we should do?

Rathar April 11th, 2008 07:38 PM

Re: Global War (full, server up)
 
I think this is a good way of trying to achieve your original intent but with resources already at 125% I don't think that boosting them matters much.

I would at least double the gold and gems however.

Thats my 2 cents anyways.

Hoplosternum April 11th, 2008 08:24 PM

Re: Global War (full, server up)
 
The neutrals have an uphill task in this game. I'd be inclined to be generous to them.

An extra capital is always a nice boost anyway. So making these even nicer won't make them much more of a target than they already are.

Also extra gold income is likely to matter more in the early stages than extra gems and so I'd increase that by more than +30. Something like +100. Once they are up to a dozen provinces it won't be that noticable.

And its still a lot worse than what you wanted to give them. They are meant to be getting off to a flyer not be slightly better off by turn 50!

Maybe even +100 is too mean. As you know the gem incomes of the neutral nations perhaps some extra gems of those they don't have naturally will give them something to trade as an extra boost.

Like Rather says resources are the least important thing.

moderation April 12th, 2008 12:28 AM

Re: Global War (full, server up)
 
Have the mod settings changed? I uploaded my pretender yesterday, but there is no longer a LA Arcos spot, but only an generic Arcosophale spot which doesn't seem to accept my current pretender created with global.dm + CBM.

CUnknown April 12th, 2008 01:49 AM

Re: Global War (full, server up)
 
moderation - everyone is loaded up. I'm not sure why people are having trouble seeing their race all of a sudden. The mod settings have not changed.

Well, I have figured out how to set all the good races to specific start sites. Here are the Good starting sites: 25, 71, 122, 85, and 43. I rolled randomly as to which Good race would start on which site. All that is taken care of.

What I have not figured out is how to mod certain sites to let the Neutrals get extra gold and gem incomes. In fact, I'm not sure that is possible to do from the map file. We might have to mod the actual mod we are using, in which case, everyone would have to re-submit their pretenders.

We'd have to decide if it was worth it for the Neutrals to have extra help, to go through the whole upload god thing again.

Does anyone proficient in modding have any suggestions here? It seems impossible to mod sites from my perspective (from the map file, anyway).

moderation April 12th, 2008 01:53 AM

Re: Global War (full, server up)
 
Hmm, I suppose if I am loaded in it is not a problem. I cannot see my nation, but if the game can start, I suppose it is not a problem. Perhaps it has something to do with the global.dm mod?

Rathar April 12th, 2008 02:02 AM

Re: Global War (full, server up)
 
Instead of changing sites can you just add new ones?

Kheldron April 12th, 2008 03:18 AM

Re: Global War (full, server up)
 
I'm not sure if giving a better starting site would be such a good idea.
I mean, if I knew a certain nation had a capital so very plentiful, I would do anything to rush and plunder it, postponing any other feud.
In the case of a game where there are basically 2 groups with neutrals standing alone in between...IMHO as well give a treasure map to everybody and press the "rush & gang el dorado" button.

If the idea behind giving more money and gems to neutrals was giving them a fair start and detering an early rush, give neutrals a band of starting heroes (buyable or national) and equip them with gems or gemproducing items. That would be a good equivalent to +1200 gold and 10 gems of each type imho.
I'd let our moderator decide which heroes and items for that matter.

But since I've never tried anything remotely comparable, that may just be a stupid idea http://forum.shrapnelgames.com/image...es/redface.gif http://forum.shrapnelgames.com/images/smilies/wink.gif

Zeldor April 12th, 2008 05:46 AM

Re: Global War (full, server up)
 
moderation:

Didn't you have to take MA Arco? I think MA is better anyway in terms of mages [higher astral and natural mind hunters without boosters].

Hoplosternum April 12th, 2008 06:17 AM

Re: Global War (full, server up)
 
Quote:

Kheldron said:
I'm not sure if giving a better starting site would be such a good idea.
I mean, if I knew a certain nation had a capital so very plentiful, I would do anything to rush and plunder it, postponing any other feud.
In the case of a game where there are basically 2 groups with neutrals standing alone in between...IMHO as well give a treasure map to everybody and press the "rush & gang el dorado" button.



While this is a danger I don't think it's that much of one. If you consider an average Capital is worth roughly 400 gpt, has average 5 gem income and has a Fort & a lab. All that is being considered is adding an extra 100 +/- a gpt an and extra 2-3 gems per turn.

Quite frankly if you can rush any capital you should. Many peoples strategies will be about doing just that.

The neutrals were told they would get a better starting position. I think giving them at least 100gpt extra plus some extra gems would help do this. They would be boosted against a rush.

I am not sure what can be done without modding their nations - which may not be possible at this point - to give them extra stuff at their starting locations. This would also be needed to give them extra / better starting heroes. Which would have ben a great idea.

If you can still add sites to their starting locations I would do so. This is what I suggest (from the Dom3 database):

For R'yleh: 2 sites already taken
Add a Gold mine (60gpt) site num: 66
Add a Long Lost Circle (1E,1N) site num: 557
-- Less worried about R'yleh due to being the only underwater nation. Both sites are or can be underwater I think and 60 is the most gold that can assuming 'cave' is above water (??) LLC is for Deep Sea but I assume thats where R'yleh starts? You may be able to place locations anywhere regardless of their 'mask' but I'm not sure.

Shinuyama: 1 site already
Add a Great Gold mine (100gpt): site num: 253
Add a Totem Collection (1S, 1N): site num: 301
Add an Enchanted Windmill (1A): site num: 572
Pangea: 2 sites already
Add a Great Gold mine (100gpt): site num: 253
Add a Runaway pit (1E,2S): site num: 274

The Great Gold Mines are 'Mountain' but give the 100 gold in one site. I suspect you can place these anywhere (so you could give this to R'yleh as well) and the location is where they are checked for randomly (???). But I have not done enough modding to know.

Hopefully you can just add these to the map without needing to mod any nations. It fills up the slots for their capitals, so no nice random event finds there, but I think they would rather have them than not http://forum.shrapnelgames.com/images/smilies/happy.gif

Anyway I don't think these extra sites will make the capital that much more valuable. Capitals simply are very valuable at the beginning. By mid game the number of territories and quality and quality of site finds will far out weigh these start bonuses. The gems are none - core gems for the Neutrals so will help with trading or diversifying rather than boosting their initial strength. But 100 extra gpt will help stop rushes against them.

Ylvali April 12th, 2008 07:39 AM

Re: Global War (full, server up)
 
I would like to change my pretender. I realized I mad a big mistake in the design. Usually uou just connect to the server and re-up him. But when I do that Sauromatia is no longer visible. Can I mail him to CUnknown?

IŽd like to do this right away if possible. New design is ready and all.

Edit: from what I can deduce, all non MA nations disappeared. My best guess would be inconsistency in the global mod. Has it perhaps been changed since we downloaded it? I guess if the mod on the server and the one on our computer differ in any way that would prevent our puters from recognizing/using it and thus showing us a unmodded MA list of nations.

Foodstamp April 12th, 2008 12:10 PM

Re: Global War (full, server up)
 
There is no inconsistency in the global.dm. It literally just contains about a dozen lines of code to move nations to the middle age.

The issue is with the way the game handles the mod. It only recognizes the mod sometimes, and it is hard to select nations beyond the defaults because the way it tries to scroll back up. It would and has done this with any mod that moved the nations. The reason this mod was made was to make it easier to scroll to your nation than having to go through 3 ages worth of nations to get to yours.

Velusion solved this by creating 3 different games for all three eras, having people upload, then copy and pasting the pretenders to one folder I believe.

After the game starts, everything should be ok, it seems the issue only has to do with the nation selection screen.

Zeldor April 12th, 2008 12:14 PM

Re: Global War (full, server up)
 
E-mailing or using PBEM next time may be a better solution for game like that.

CUnknown April 12th, 2008 03:16 PM

Re: Global War (full, server up)
 
So, we're about to start, guys!! Yay!!!!!!

This is what I have given the Neutrals:

Significantly increased capital population.
An extra national commander to start.
A clam of pearls.
+15 PD in their capital province.

So, I think the Neutrals should be happy with their starting position.

I just need to get a couple people's updated pretenders, and then we are starting!

Edit: We have started! So don't use this thread anymore. http://forum.shrapnelgames.com/images/smilies/happy.gif


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