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-   -   Invisible Swarm III: over (http://forum.shrapnelgames.com/showthread.php?t=23735)

CUnknown May 2nd, 2005 02:46 PM

Invisible Swarm III: over
 
Lets see... I am thinking Kingdom of Karan as the map, something like: difficult research, indies strength 5, normal richness, HoF 15, magic sites 45.

I'm thinking of being crazy and using all the mods I can get my hands on: all 3 Zen's balance mods + SC's recruitable balance mod.


The changes for Zen's scales mod:

Scale Stock Mod
Productivity/Sloth Gold 2% Gold 4%
Resources 10% Resources 15%
Growth/Death Gold 2% Gold 4%
Population .02% Population .03%
Luck/Misfortune Event 10% Event 13%
RareEvent 15% RareEvent 20%


Um...yeah. There ya go. Ok, so no house rules except the Dracolich is illegal! Jeffr and I are still sore from the beatings we took from it last game, so we'd like at least 1 game to recover.

CUnknown May 2nd, 2005 02:50 PM

Re: Invisible Swarm III: open
 
Oh yeah, I'm pondering being another faction besides Ulm, but who am I kidding, I have to try out these mods with my very mostest favorite faction.

*donning tin can once more for yet another campaign*

Me - Ulm
Aku - Abysia
jeffr - Pangea
Resok - C'tis
Jurri - R'lyeh
Boron - Mictlan
Pasha - Arcosephale
Ironhawk - Man
quantum_mechani - Machaka
Bluebird - Tien Chi

RonD May 2nd, 2005 03:19 PM

Re: Invisible Swarm III: open
 
I'll sign on as Pythium. (like you, I feel I should try out more races, but I also want to try a highly modded game with the race I know best)

I am going to be away for 2 weeks in mid-June. I will try to line up a sub before the game starts. If I can't find one ahead of time, I'll back out prior to the start.

Aku May 2nd, 2005 03:50 PM

Re: Invisible Swarm III: open
 
I will claim Abysia.

Chris just choose Ulm we know you love them. (CUnkown is Ulm and you cant refuse)

jeffr May 2nd, 2005 04:21 PM

Re: Invisible Swarm III: open
 
I'll have another go with Pangaea. I've thought of a few twists, so we'll see how they work.

Jurri May 2nd, 2005 04:23 PM

Re: Invisible Swarm III: open
 
I want in, too! I don't know which nation yet...

I'm not sure if having both the zen mods and SCs mod is a good idea, though. Consider: Zen mods make army-killing spells harder to cast and army-buffing spells easier to cast. Cherry mod makes it much easier to make large armies... You see where I'm getting at, right? That said, the mods don't address life-drain and clamming (right?), so it may be inconsequential http://forum.shrapnelgames.com/images/smilies/wink.gif

Now that I'm thinking about the settings, well, if you don't mind me yammering on a bit more perhaps we could use some wrap-around map instead? I've fallen in love with them as of late, since they secure more even starting positions for everyone, besides making the game more action-oriented!

Aku May 2nd, 2005 05:00 PM

Re: Invisible Swarm III: open
 
Hoarding items are untouched in the mods so things should work out fine.

I personally like the Karan map because it looks nice and the wrap around maps I have played are dull looking.

CUnknown May 2nd, 2005 05:21 PM

Re: Invisible Swarm III: open
 
Yes, Jurri! I am hoping to see some huge armies going at it!! Perferably mine stomping everyone elses, bwhahahah!!!!!

Hehe, that being said, if we get a 2nd vote for either no Zen spell mod or no Saber Cherry mod, we will get rid of one or the other.

The Zen pretender mod and Zen scales mod are being used no matter what! The current version of all mods will be used. (which is that?) Also, the current patch (2.16) will be used.

Resok May 2nd, 2005 05:41 PM

Re: Invisible Swarm III: open
 
Heya, haven't posted much but I've lurked ALOT. I've been using this exact set of mods myself with single-player. This would be my first multiplayer game but I think I'd like to give it a shot since I don't see many HEAVILY modded games like this. I believe that SC's mod is on version 7.50 atm, and Zen's mods are versions: 1.8 (spell) 2.01 (Pretender), and 1.2 (scales). All 4 of these mods can be found at www.dominions-2.org.

I'd like to try out C'tis. How often are the turns going to be processed?

Also... my vote is definately to use all 4 of the mods... they're nothing but improvements to an already great game imho.

Resok

Manuk May 2nd, 2005 06:13 PM

Re: Invisible Swarm III: open
 
Where is this game located?
is it in any server?

Jurri May 2nd, 2005 06:20 PM

Re: Invisible Swarm III: open
 
Quote:

Resok said:
Heya, haven't posted much but I've lurked ALOT. I've been using this exact set of mods myself with single-player. This would be my first multiplayer game but I think I'd like to give it a shot since I don't see many HEAVILY modded games like this.

Hehe, so you're a veteran rookie, so to speak http://forum.shrapnelgames.com/images/smilies/happy.gif Welcome aboard, I'm expecting you to show us just what these mods do when put together! http://forum.shrapnelgames.com/image...ies/tongue.gif

I am not dead set against using all the mods, certainly. It might be very interesting, too...

I might try my hand with R'lyeh.

Aku May 2nd, 2005 06:31 PM

Re: Invisible Swarm III: open
 
ooooo a new version of sc's mod!

Boron May 2nd, 2005 07:07 PM

Re: Invisible Swarm III: open
 
Trying out Mictlan as practice for the faerun game http://forum.shrapnelgames.com/images/smilies/happy.gif.

Resok May 2nd, 2005 07:11 PM

Re: Invisible Swarm III: open
 
Hahah, one might say that. Thanks for the welcome! I'll certainly try to at least put up a fight http://forum.shrapnelgames.com/images/smilies/wink.gif

I'm open for any map myself... I'm used to playing on huge maps (my single player fave is the Faerun map-424 provinces) but smaller maps certainly make it so we all clash rather quickly which keeps things quite interesting in multiplayer.

Resok

Jurri May 2nd, 2005 07:34 PM

Re: Invisible Swarm III: open
 
Quote:

Boron said:
Trying out Mictlan as practice for the faerun game http://forum.shrapnelgames.com/images/smilies/happy.gif.

Mictlan + Faerun? Dude, you're in for a world of pain! http://forum.shrapnelgames.com/image...es/biggrin.gif Although Ygorl did play a hundred turns of that combo and didn't flip out, so maybe it isn't so bad...

I would support some nice victory condition, too, the antagonist that I seem to be http://forum.shrapnelgames.com/images/smilies/happy.gif Perhaps 60-70% of the provinces? Or scatter, like, 21 victory points or so and ask for 15 to win? Or 2 thirds of all capitals?

Boron May 2nd, 2005 07:52 PM

Re: Invisible Swarm III: open
 
Quote:

Jurri said:
Quote:

Boron said:
Trying out Mictlan as practice for the faerun game http://forum.shrapnelgames.com/images/smilies/happy.gif.

Mictlan + Faerun? Dude, you're in for a world of pain! http://forum.shrapnelgames.com/image...es/biggrin.gif Although Ygorl did play a hundred turns of that combo and didn't flip out, so maybe it isn't so bad...

I would support some nice victory condition, too, the antagonist that I seem to be http://forum.shrapnelgames.com/images/smilies/happy.gif Perhaps 60-70% of the provinces? Or scatter, like, 21 victory points or so and ask for 15 to win? Or 2 thirds of all capitals?

Yeah i think i am slightly masochistic. Maybe even extremely masochistic (I play Götterdämmerung on VH and even enjoy it http://forum.shrapnelgames.com/images/smilies/smirk.gif).

I would say no victory conditions needed because if there are left only 2-3 players normally if a player sees that he loses he resigns anyway after getting a few turns of beating.
I resigned in my last game also when my nasty enemy slowly killed down my clammules. I would have been able to resist him for 30-40 more turns probably but it would have been in vain because i was not growing, rather losing resources each turn while he was growing and growing.

So i think if there are left 2-3 players after 10-20 turns of heavy fighting the winner will be rather clear and though he would need another 20-30 turns to win normally the opponents surrender until they are EXTREMELY masochistic.

PashaDawg May 2nd, 2005 08:08 PM

Re: Invisible Swarm III: open
 
Can I join as Arco?

Aku May 2nd, 2005 08:11 PM

Re: Invisible Swarm III: open
 
yay we get pasha!

PashaDawg May 2nd, 2005 08:45 PM

Re: Invisible Swarm III: open
 
Yeee-haaww!!!

Aku May 2nd, 2005 09:22 PM

Re: Invisible Swarm III: open
 
Chris how many players you plan for the map? I think we got 8 players signed up already.

CUnknown May 2nd, 2005 09:46 PM

Re: Invisible Swarm III: open
 
I have to save a spot for YC! We have 8 already, damn! Let's do 9-10 players, I guess. The game will be 24-h quickhost for the first 25-30 turns or so, then 48-h quickhost.

No victory conditions, I agree.. people usually will give up in a reasonable time anyway.

And yeah, we'll use all 4 mods, it seems like some people like those settings, so we'll stick with them.

I put a player list in the 2nd post.

Manuk - the game will be on my computer

Aku May 2nd, 2005 10:38 PM

Re: Invisible Swarm III: open
 
maybe save the last spot for manuk since yc is 9 and manuk will be 10? manuk is an active player and good also

Saber Cherry May 3rd, 2005 05:35 AM

Re: Invisible Swarm III: open
 
Quote:

Jurri said:I'm not sure if having both the zen mods and SCs mod is a good idea, though. Consider: Zen mods make army-killing spells harder to cast and army-buffing spells easier to cast. Cherry mod makes it much easier to make large armies...

Personally... I'd say that while my mod makes does large armies easier to make overall, it makes large armies of good units only slightly easier to make, and in some cases a bit more difficult. The mod only makes large armies of bad units much easier to make http://forum.shrapnelgames.com/images/smilies/happy.gif The mod is designed to work well in conjunction with Zen's mods; I kept note of them while creating it (the weapon and armor IDs he uses do not overlap with mine, for example).

Playing solo, I prefer to use my mod + Zen's Pretenders + Zen's Magic. But I will admit to a slight bias http://forum.shrapnelgames.com/images/smilies/wink.gif

Jurri May 3rd, 2005 08:57 AM

Re: Invisible Swarm III: open
 
Well, yeah, but most battfield-wide buffs don't much care for what exactly is being buffed! Army of Gold makes five 3 gold militia a no-brainer compared to one black plate of Ulm, in the way of an example. And with the requirements to cast said spell toned down, it's available to anyone with an E2 mage, with a not-so-high research-level. Also, with the change in the supply modifier there really isn't a problem in fielding five times as large militia armies as the black-plate armies would be (At least I don't see the point in having more than ~50 black plate in an army, and that's a large one at that.)

I guess what I fear is that the armies fielded tend to homogenize, as the buffs are easy to cast and the differences in unit cost so huge. 23 militia or 1 van, when you have weapons of sharpness available? 53 militia or 1 niefel giant assuming you have fog warriors?

But, I haven't tested this at all (aside from the army of gold... it really is great at that research-level and at E4!) so it's just guesswork against your testing, so what do I know? I'm sure Resok et al. will show me the wisdom of fielding other stuff than militia! I'll comment more on the combination of the mods after my butt has been kicked...

Saber Cherry May 3rd, 2005 09:27 AM

Re: Invisible Swarm III: open
 
That's actually a pretty good point... in the magic-mod I'm making (and may or may not ever release) I'm making battlefield-effect spells generally more expensive, and not reducing their research level, as I think that several are already too strong. Army of gold / lead / marble warriors / fog warriors / haste / relief are particularly suspect... especially in combination with each other! I had been thinking more about mass-evocations in my response.

As far as cheap units with powerful buffs go, I guess they're a pretty potent strategy to which I had not given much thought. Such strategies only work on the offensive (meaning, when you correctly allocate your gems and script your mages), and only when your offensive goes as planned, as I learned in SOC1 when somebody's Ghost Riders absorbed all 45+ of my mage-gems before the real battle http://forum.shrapnelgames.com/images/smilies/happy.gif But they will still probably work.

VALENT May 3rd, 2005 12:23 PM

Re: Invisible Swarm III: open
 
can a beginner play with man? i don't know multi.
its my first multi.

YellowCactus May 3rd, 2005 12:31 PM

Re: Invisible Swarm III: open
 
I would be happy to sub in this game.
-Yc

CUnknown May 3rd, 2005 01:43 PM

Re: Invisible Swarm III: open
 
Nooo YC, play!

Sure Valent, you can play. I think that is all, though. I guess we will start soon, I will keep people posted.

Oh, and there will be -way- more than 50 black plates, Jurri, and they're all coming at yoououuu!! http://forum.shrapnelgames.com/images/smilies/wink.gif

VALENT May 3rd, 2005 02:20 PM

Re: Invisible Swarm III: open
 
some questions please for a beginner:
1)what is the map? i don't know if i have telecharge it.
2)the mods is exactly what? the name please of each mod.
3) the players are not to strong? don't forget it my first multi!!!

YellowCactus May 3rd, 2005 02:50 PM

Re: Invisible Swarm III: open
 
some questions please for a beginner:
1)what is the map? i don't know if i have telecharge it.
2)the mods is exactly what? the name please of each mod.
3) the players are not to strong? don't forget it my first multi!!!

1)Usually Chris determines the map once all the players are counted. (Wrapping maps ARE best)
2)YEA! You need to be clear about those MODs. Once everyone's argued over MODs for a while...
3)These players are VERY strong. Expecially PASHA. Team up on him from the outset. [img]/threads/images/Graemlins/Bug.gif[/img] [img]/threads/images/Graemlins/Dagger.gif[/img] [img]/threads/images/Graemlins/Bug.gif[/img] [img]/threads/images/Graemlins/Dagger.gif[/img] [img]/threads/images/Graemlins/Bug.gif[/img] [img]/threads/images/Graemlins/Dagger.gif[/img]

-Yc

VALENT May 3rd, 2005 03:42 PM

Re: Invisible Swarm III: open
 
"Team up on him from the outset. " don't understand!

)"These players are VERY strong. Expecially PASHA"
i am not sure to play if all palyers are strong ,its not interesting for me to be beat about 10 turns !!

VALENT May 3rd, 2005 03:43 PM

Re: Invisible Swarm III: open
 
i forget : is there the possibility to make alliance?

Ironhawk May 3rd, 2005 05:09 PM

Re: Invisible Swarm III: open
 
If there is still space, sign me up for this one. Don't know what nation yet but I'm up for trying out a new one so I will just pick whatever is left over after you all.

Very eager to test my skills playing against "VERY strong" players >:)

quantum_mechani May 3rd, 2005 05:32 PM

Re: Invisible Swarm III: open
 
As long as you don't move to a bigger map, I would be interested in playing Mackaka.

PashaDawg May 3rd, 2005 07:26 PM

Re: Invisible Swarm III: open
 
Quote:

YellowCactus said:
3)These players are VERY strong. Expecially PASHA. Team up on him from the outset. [img]/threads/images/Graemlins/Bug.gif[/img] [img]/threads/images/Graemlins/Dagger.gif[/img] [img]/threads/images/Graemlins/Bug.gif[/img] [img]/threads/images/Graemlins/Dagger.gif[/img] [img]/threads/images/Graemlins/Bug.gif[/img] [img]/threads/images/Graemlins/Dagger.gif[/img]

-Yc

HEY!!! No jokes at my expense! Just because I am an exceptional loser!!! http://forum.shrapnelgames.com/image...es/Injured.gif http://forum.shrapnelgames.com/image...es/Injured.gif http://forum.shrapnelgames.com/image...es/Injured.gif http://forum.shrapnelgames.com/images/smilies/rant.gif http://forum.shrapnelgames.com/images/smilies/rant.gif http://forum.shrapnelgames.com/images/smilies/mad.gif http://forum.shrapnelgames.com/images/smilies/mad.gif http://forum.shrapnelgames.com/images/smilies/mad.gif http://forum.shrapnelgames.com/images/smilies/wink.gif

VALENT May 4th, 2005 02:30 AM

Re: Invisible Swarm III: open
 
i think its too hard for me this multi. sorry i don't want to play this multi with so strong players ,i will be discourage. too difficult for me.
désolé!

CUnknown May 4th, 2005 04:02 AM

Re: Invisible Swarm III: open
 
We're not that strong, Valent! They were joking around..

We are a range from average to good here, I think. We know what we're doing, but we're not the best players in the world. Jurri is pretty damn good, though. I think we should all team up on him first. http://forum.shrapnelgames.com/images/smilies/wink.gif

If you want to play, you should play. Maybe a game with new players would be better, but it's like anyone is going to laugh at you or anything. And hey, everyone has to lose but one person, anyway. Most of us will share in your fate.

Jurri May 4th, 2005 07:46 AM

Re: Invisible Swarm III: open
 
I ain't that great, guys, so knock it off already! http://forum.shrapnelgames.com/image...es/redface.gif The roster as a whole does look very formidable, though...

I'm not sure if this heavily modded game is a good choice for a total beginner, unless you know exactly that this is your thing. If you haven't played solo with the mods we'll use then I'd definitely recommend starting out in a less modded environment... Perhaps Alneyan the altruist could be bugged into hosting another beginner game, or I'm not sure if Mosehansen has a free slot.

The map, well, like I said I dig wraparounds and in fact had half a mind to edit Karan into one (would be relatively easyish, actually, I guess) but then I couldn't open it in gimp for some mysterious reason and got sidetracked into updating the Emblem-mod instead (now with custom guis for each nation!), so I guess I'm content with using the non-wrapping Karan, or anything else that is not bigger than that. http://forum.shrapnelgames.com/images/smilies/yawn.gif

Saber Cherry May 4th, 2005 07:52 AM

Re: Invisible Swarm III: open
 
Quote:

Jurri said:I ... got sidetracked into updating the Emblem-mod instead (now with custom guis for each nation!)

Ooooh... neat! Somehow I totally missed this when you first posted it. Why don't you attach it to the original thread (so I don't have to wait for Illwinter to put up a new version http://forum.shrapnelgames.com/images/smilies/happy.gif)?

Bluebird May 4th, 2005 09:25 AM

Re: Invisible Swarm III: open
 
Ok Folks, I am joining as T'ien Ch'i ... is there IP and Port of the server known already?

CUnknown May 4th, 2005 02:19 PM

Re: Invisible Swarm III: open
 
Okay, that is 11 players, y'all. It's gonna be tight! I'm sure not as tight as last game, though.

The IP is: 68.190.44.112 port 2000.

At least I think that is the IP. Um..if people have problems connecting, let me know.

Remember: use the lastest patch (2.16) and the latest version of Zen's 3 mods and SC's mod.

Resok May 4th, 2005 04:52 PM

Re: Invisible Swarm III: open
 
I'll have to connect to it later on tonight when I'm not at work http://forum.shrapnelgames.com/images/smilies/wink.gif Dang corporate firewalls...

Resok

jeffr May 4th, 2005 05:18 PM

Re: Invisible Swarm III: open
 
I just have to have the mods enabled when I create my pretender, right?

I don't have to have them enabled when I connect to your server and play the game, right?

quantum_mechani May 4th, 2005 05:56 PM

Re: Invisible Swarm III: open
 
Quote:

jeffr said:
I just have to have the mods enabled when I create my pretender, right?

I don't have to have them enabled when I connect to your server and play the game, right?

Correct.

Ironhawk May 4th, 2005 07:25 PM

Re: Invisible Swarm III: open
 
Sorry I havent picked a nation. I am still on the fence about the decision. I'll figure something out tonight tho.

Saber Cherry May 5th, 2005 02:42 AM

Re: Invisible Swarm III: open
 
1 Attachment(s)
Note:

Some people are playing two games with two versions of the Recruitable Rebalance mod. I had been giving all versions the same filename and modname, so that people could upgrade mid-game if desired. However, this causes problems, as I found out.

I have attached Recruitable Rebalance version 7.51, which is identical to 7.50 in every way, except that the file is named "Recruitable Rebalance 751.dm" and the modname is "Recruitable Rebalance 751".

Would you mind using version 7.51 for this game, rather than 7.50 (which did NOT have a unique name), to avoid complications? As long as everyone downloads and unzips the attached file, and the host enables it prior to the game, there will be nothing further required (nobody needs to make new gods, just reupload them).

I apologize for causing unnecessary work.

P.S. The file is attached for convenience and is identical to the one in the mod's thread.

CUnknown May 5th, 2005 03:54 AM

Re: Invisible Swarm III: open
 
I deleted everyone's god so they have to reupload. At the request of SC, we will play with the 7.51 mod.

Ironhawk May 5th, 2005 05:01 AM

Re: Invisible Swarm III: open
 
Arg! I can't decide which nation to pick. Got it down to Jot or Man, with the Vans as dark horse (ha!). Leaning towards Man but we will see how I feel as the day progresses.

Aku May 5th, 2005 05:13 AM

Re: Invisible Swarm III: open
 
ok i re-uploaded with the 751 cherry mod

Jurri May 5th, 2005 06:04 AM

Re: Invisible Swarm III: open
 
Jurri, Friend of All, the Giver of Food is ready to go! Please be gentle with him, he's totally harmless...
Quote:

Saber Cherry said:
Ooooh... neat! Somehow I totally missed this when you first posted it. Why don't you attach it to the original thread (so I don't have to wait for Illwinter to put up a new version http://forum.shrapnelgames.com/images/smilies/happy.gif)?

http://forum.shrapnelgames.com/image...es/redface.gif You mean actually release it to the public... I wasn't necessarily planning on doing that (there being generally little interest in cosmetic mods) but I will at least send it to you later today.


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