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-   -   Tourmaline - Mod Nations Game (Finished) (http://forum.shrapnelgames.com/showthread.php?t=43515)

rdonj July 5th, 2009 11:21 PM

Tourmaline - Mod Nations Game (Finished)
 
4 Attachment(s)
I'm intending this to be an all mod nations game. However, if I can't get the minimum number of players with just mod nations I will allow people to choose vanilla nations. Vanilla nations will also be made available if we reach the goal of 8 mod nations, though vanilla nations will have to be chosen from the middle era. I would like to see all the warhammer nations represented and am willing to include mod nations from other eras as well. All the mods being used will be compiled together using llamabeast's mod-combining script and the resulting mod will be downloadable from this post sometime before the game begins. All mod nations will be considered, but if they are deemed to be excessively strong by me/the other players they will either be disallowed or nerfed into a more reasonable status. For the purposes of this game all currently existing and playable ma mods on the llamaserver (skaven, ogres, tomb kings, arga dis) are considered balanced and I highly encourage players to take one of these nations up.

Settings:
Era - Middle
Mods - CBM 1.5, for nations see below
Players - 8+
Gems - 50
HoF - 15 (warhammer in particular is all about the heroes)
Score Graphs on
Hosting interval will start at 24 hours and will stay that way until the majority of voting players wishes that to be extended or it becomes necessary to grant a particular player or more regular extensions to get their turn in, at which point it will switch over to 48 hours.. Hosting will stay at 48 hours until, again, the majority of voting players wish to increase the timer or players are consistently having issues getting their turns in on time. Extensions will be granted liberally, so if you know that you might have difficulty getting your turn in, ask ahead of time. I cannot guarantee an extension asked for only a few hours prior to hosting.

All other settings default unless a majority of voting players wishes otherwise. If you do not vote, your voice does not count. Map to be determined by a majority vote, though I personally would prefer a no independents map. I would be interested in adding Burnsaber's CPCS mod as well, but I am pretty sure that will be more or less impossible.

Game is to start hopefully sometime after sombre makes a couple small corrections to the latest iteration of the lizardmen mod and the next iteration of ogres, but if we have a full game and that looks to be taking too long we will start earlier.

Players:
1. rdonj - Itza
2. Lavaere - Skaven (purged by lizards)
3. Trumanator- Nehekhara
4. Ferrosol - Alugra (taken over by burnsaber)
5. Executor - Stygia (taken over by Septimius Severus)
6. Alpine Joe - Arga Dis
7. statttis - Ogre Kingdoms (slain by stygia)
8. The Vanishag - Alchera
9. Valerius - Haida Gwaii
10. viccio - Tharoon (slain by stygia)

Trumanator July 5th, 2009 11:42 PM

Re: Tourmaline - Mod Nations Game
 
I'll join as Nehekara. What magic sites/research will we be using?

rdonj July 5th, 2009 11:53 PM

Re: Tourmaline - Mod Nations Game
 
Default, but as I said if a majority of voting players wishes otherwise I am willing to change the settings. Although actually personally I would prefer slightly higher gem settings than default for ma, so I will change the op to reflect that.

I would also like to add that this game is open to players of all skill levels. I myself am intermediate at best. So if you'd like to play a mod nation in an mp game, go ahead and join :) There are not many opportunities to do so, though admittedly there are a few mod nation-accessible games going on at the moment.

Trumanator July 6th, 2009 12:53 AM

Re: Tourmaline - Mod Nations Game
 
I agree that adding more gems will make it more fun, especially since it will enable more usage of the national summons. I am also in favor of CPCS if we can wrangle it.

On a sidenote, there is a definite dearth of mod nations for MA on the llamaserver list, and the MA mod list on the forums is nearly a third Amos mods, which, while certainly entertaining, are generally considered fairly OP from what I've heard. Maybe we should look into allowing EA or LA nations?

Septimius Severus July 6th, 2009 12:54 AM

Re: Tourmaline - Mod Nations Game
 
Lavaere finally gets to play Skaven.

rdonj July 6th, 2009 01:09 AM

Re: Tourmaline - Mod Nations Game
 
I already said that's fine :D Since I plan on combining the mods with llama's mod-combining script anyway, changing eras for some of the mods is really not an issue.

With regards to amos' mods, there are at least a few of them that I don't feel are really overpowered. A number of them clearly are (like hellgate), but I am not going to dismiss all of them out of hand. If someone wants to play one of amos' mod nations and can convince me and/or enough other players that they're not overpowered, they are welcome to it.

Quote:

Originally Posted by Septimius Severus (Post 699915)
Lavaere finally gets to play Skaven.

:D Yeah. I knew he really wanted to so I made sure to ask him before starting the game. Of course, he gets them in another game as well (redwich) so before long he'll be all skavened out.

Ferrosol July 6th, 2009 05:56 AM

Re: Tourmaline - Mod Nations Game
 
if mod nations are allowed from other eras count me in as Alugra, Failing that I will take the Ogres but I would really prefer alugra.

rdonj July 6th, 2009 06:14 AM

Re: Tourmaline - Mod Nations Game
 
Alugra is perfectly fine by me :)

Executor July 6th, 2009 06:47 AM

Re: Tourmaline - Mod Nations Game
 
This is too good to pass!
Is Stigia allowed?

rdonj July 6th, 2009 07:19 AM

Re: Tourmaline - Mod Nations Game
 
Not as familiar with stigia off-hand. I'll get back to you on that one.


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