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-   -   Mod: New Nation: Dragons, Magic Incarnate V1.01 (http://forum.shrapnelgames.com/showthread.php?t=40814)

Loren November 11th, 2008 03:43 PM

Re: New Nation: Dragons, Magic Incarnate UPDATE
 
Just starting out against a dozen Mighty AI's. I grabbed some steel dragons at the start but after taking the provinces next to my capital I'm gold limited, not resource limited.

There is also the issue that resources don't cost upkeep, gold does.

WraithLord November 11th, 2008 04:44 PM

Re: New Nation: Dragons, Magic Incarnate UPDATE
 
I really like this mod, but I'm somewhat getting lost with all the updates. Do you think it would be possible to add a version # to the post subject?

Aezeal November 11th, 2008 05:11 PM

Re: New Nation: Dragons, Magic Incarnate UPDATE
 
will try to remember that for next time.. I'll be able to do an update in the weekend, probably not sooner though, quite busy with stuff.

Nice to hear you like the mod btw, will certainly make me put more effort in getting the balance better.

I'd like to thank all of you for your help so far and hope you will continue it till we get it right :D

Loren November 12th, 2008 05:11 PM

Re: New Nation: Dragons, Magic Incarnate UPDATE
 
Results of the previously mentioned game:

One turn of recruits usually doesn't take losses against an indie province.

This time I got an initial starting position nowhere near as good for rapid expansion but I had 27 provinces at year's end, anyway despite being at war.

Pangea fell in year 2.
Year 3 saw C'tis and Man gone.
Year 4 was the end of Gath.
Year 5 and Caelum and Utgard were no more.
In Year 6, Patala and T'ien Ch'i meet their doom. They would have fallen in 5 except I had to get rid of their toehold in the water.
I had to spend a fair amount of time repositioning, it was year 8 before Ulm was no more.
At this point I was at peace and used the time to fix a very bad supply situation and get some globals up.
Returning to war, year 10 saw the end of Pythium and Arco.
All that's left is Atlantis and I see no point in bothering. I'm way ahead on dominion (although probably half of the map doesn't have a single candle from anyone) and have Gift of Health, Gift of Nature's Bounty, Wrath of God and Strands of Arcane Power up. All have at least 100 extra gems, they aren't coming down. I could finish it reasonably quickly with Thestis' Blessing.

I used no combat spells, forged no items beyond food & rings. All those globals are from a well-boosted seraph, not the dragons. (And the seraph originally came from my oracle pretender.) The only spells cast by any dragon are site-searching and GORing the Seraph.

Aezeal November 14th, 2008 06:47 AM

Re: New Nation: Dragons, Magic Incarnate UPDATE
 
OK I get it.. this weekend I'll nerve the 2 combat recruit :D etc etc

summoning a seraph is a crime IMHO when playing this nation.. enough very good summon in there dammit :D

Xietor November 14th, 2008 04:31 PM

Re: New Nation: Dragons, Magic Incarnate UPDATE
 
I like the concept, and look forward to trying the mod.

Loren November 14th, 2008 06:19 PM

Re: New Nation: Dragons, Magic Incarnate UPDATE
 
Quote:

Originally Posted by Aezeal (Post 652600)
OK I get it.. this weekend I'll nerve the 2 combat recruit :D etc etc

summoning a seraph is a crime IMHO when playing this nation.. enough very good summon in there dammit :D

When I tried to summon that good astral one the game died, remember?

Aezeal November 14th, 2008 10:03 PM

Re: New Nation: Dragons, Magic Incarnate UPDATE
 
there are others though

JimMorrison November 15th, 2008 02:42 AM

Re: New Nation: Dragons, Magic Incarnate UPDATE
 
Quote:

Originally Posted by Aezeal (Post 652828)
there are others though

Somehow I was expecting to hear something more along the lines of, "But I fixed it". ;)

Aezeal November 15th, 2008 04:50 PM

Re: New Nation: Dragons, Magic Incarnate UPDATE
 
will be but I'm having time problems here, seems my gf's mother became 50 this weekend... so needed to have dinner somewhere with them and tomorrow the rest of the family is coming there...


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