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-   -   Amoscalypse Now - FFA Mod game (1 spot is open!) (http://forum.shrapnelgames.com/showthread.php?t=35895)

lch August 27th, 2007 12:05 PM

Amoscalypse Now - FFA Mod game (1 spot is open!)
 
There has been an interest in playing a "free for all" mod nations game from a number of players, so I'll be hosting one for 6-8 nations. The idea is to have ANY mod nation in that you want, completely unchanged, and you get to play them against other mod nations. No whining about missing balance, because there won't be any attempt by me or others to enforce it. Take any of those mod nations that are perceived as "overpowered" compared to standard nations, like Urdheim, The Infinite Horde or any of Amos' mods or whatever other mod nation you want, even fun stuff like Mushroom Kingdom is welcome. No Conceptual Balance, bash your opponents head in with the most powerful arsenal you got!

Requirements: The mod nation should be finished and playable, and be some effort at modding. No shabby last-minute mod nation you just throw out right now to win this game... http://forum.shrapnelgames.com/images/smilies/laugh.gif

Total number of players will depend on the mods we use, since the game has limitations that I can't ignore. At least six nations would be able to play together in any case, I think. Era and map are yet undecided, but I guess I'll aim for a wraparound map, maybe one of DireAussie's creations. Hosting will be at 48 hours quickhosting again, with turn notification via email and web stats like usual.

If you wanna join, then sign up here and say which mod nation you want to play, the more powerful the better... http://forum.shrapnelgames.com/image...ies/tongue.gif Please provide a link to the mod thread in case it isn't on the mod list yet, too. I'll create a mod for this game which has everything in it you need to play when we have decided on nations - grab your spot while you can! http://forum.shrapnelgames.com/images/smilies/happy.gif

Current players can be found at the last page.

lch August 27th, 2007 12:17 PM

Re: New Mod game: Amoscalypse Now
 
I guess an explanation is in order for the uninitiated who didn't hear about this idea before: Dom3 has a number of people who take a lot of effort to get new nations into the game which aren't there by default. There are some very beautiful creations around in the "Dom 3 Scenarios, Maps and Mods" forum. However, many of these creations are aiming to create a fun new single player game, and are not on par with the base nations. Trying to get them on the same power level as base nations would mean to greatly lobotomize the nation from the original version. So they would hardly see any action in MP games, which is a shame considered that there are some very beautiful creations around that fall into this category. So, the idea is to have a fun game instead of a serious one, allow anything, and hope that people picking the most powerful mods (or diplomacy) balances it out again.

And mod creators can try out their own mods against other mods in a semi-serious game... (hint hint, DrPraetorius!)

The game name is courtesy of Sombre, by the way... http://forum.shrapnelgames.com/image...es/biggrin.gif

Sombre August 27th, 2007 12:40 PM

Re: New Mod game: Amoscalypse Now
 
Just thought I'd point out that Sensori has reserved Mushroom Kingdom for himself, provided that I mod in a Cillit Bang! spell.

And remember that I (very likely) didn't make any of these nations, so don't come crying to me if they go wrong, hahah. I suggest playtesting whichever nation you fancy playing in the game before it actually starts and remember we won't be using Conceptual Balance Mod or making any effort to keep things balanced. Choose a vanilla balanced nation at your own peril! Actually, you should probably try to pick one that's likely to be overpowered, or you'll get eaten alive. I suggest Amos' mods, from any age, because they have been tested against each other and follow his own balance standards.

LoloMo August 27th, 2007 12:43 PM

Re: New Mod game: Amoscalypse Now
 
Ok I'm in with Amos's Seraphim: Angelic Crusade http://forum.shrapnelgames.com/image...es/biggrin.gif

Sombre August 27th, 2007 03:20 PM

Re: New Mod game: Amoscalypse Now
 
Count me in with Amos' Stigian Corruption nation.

Nikolai August 27th, 2007 04:42 PM

Re: New Mod game: Amoscalypse Now
 
I was told a joke, that I did not get. Does anyone know why "Just ask for any of Cohen's mod" is funny?

I want to try the Kobolds (Urdheim)

Folket August 27th, 2007 06:29 PM

Re: New Mod game: Amoscalypse Now
 
sorry

llamabeast August 27th, 2007 07:21 PM

Re: New Mod game: Amoscalypse Now
 
According to Sombre's post Sensori has reserved Mushroom Kingdom Folket.

Just passing through...

Xox August 27th, 2007 10:50 PM

Re: New Mod game: Amoscalypse Now
 
What a great idea! Count me in for this game.

Still looking at possibilities but I to reserve the Blood Elves for now. i have a question. Must I choose the Prince of many Faces as my pretender for this mod? The mod maker says something to that effect in the thread Is that just a suggestion, a good idea, or a rule for this mod?

Sombre August 28th, 2007 12:25 AM

Re: New Mod game: Amoscalypse Now
 
I don't think there are any rules, really. So it's up to you based on what he said in the original thread.

lch August 28th, 2007 01:00 AM

Re: New Mod game: Amoscalypse Now
 
Yup, Sensori called dibs on Mushroom Kingdom, Folket. You could ask him if he'd leave it to you or you could chose another mod nation from the mod list. There are still lots of nice ones available, even if your favorite one is taken.

I'll update the top post with the current players now...

LoloMo August 28th, 2007 10:20 AM

Re: New Mod game: Amoscalypse Now
 
I change my mind, I'll use Magoserium by Uh-Nu-Buh
http://www.shrapnelcommunity.com/thr...art=1&vc=1

http://forum.shrapnelgames.com/image...es/biggrin.gif http://forum.shrapnelgames.com/image...es/biggrin.gif

Morkilus August 28th, 2007 12:43 PM

Re: New Mod game: Amoscalypse Now
 
Wow. Good luck with this, guys; I'll be following this one.

Gandalf Parker August 28th, 2007 02:19 PM

Re: New Mod game: Amoscalypse Now
 
This will be interesting. It wont be fair, but at this time I dont think anyone can predict the result. I take it that lch will be doing editing to allow the mods to share a game where needed? (unit numbers, age, etc). Gods will have to be mailed in? Will you combine the mods into one big mod for the players to download before making the god (it might change numbers)

I have some sloppy batches of wrapped maps available online. 125, 200, and 1500 provinces so far. Not quite up to "grab and play" quality but if you see one you like it will save alot of work using it as a base map to build off of. Let me know if you would like me to work in a particular direction next (size, colors, provinces, etc)

Nikolai August 28th, 2007 02:25 PM

Re: New Mod game: Amoscalypse Now
 
Definitely wrapped map! Everything else is but too unfair.

Sombre August 28th, 2007 03:04 PM

Re: New Mod game: Amoscalypse Now
 
If you're worried about fairness, I feel I should warn you that this just isn't the game for you. The mods are in all probability going to be completely unbalanced against each other. There could well be pretenders starting with awe 4 fear 4 fireshield, H4, dom 6, EFD 4 for 100 points. I'm not saying it's going to happen, just that no care is being taken by lch or myself to ensure any kind of balance here.

To answer your technical questions Gandalf, it'll be done in much the same way as the previous two mod games. One combined mod available for download once everyone has picked, followed by mailing of pretenders. The combined mod will eliminate all ID conflicts and possibly have to trim down some descriptions to get past the description bug, but nothing else.

This time it's basically all on lch. I get to sit back and relax. No balance work or testing to be done :]

Gandalf Parker August 28th, 2007 04:50 PM

Re: New Mod game: Amoscalypse Now
 
It could be alot of fun playing the mods against each other.
Maybe the Trolls mod, or False Dawn.

Wikd Thots August 28th, 2007 08:28 PM

Re: New Mod game: Amoscalypse Now
 
Quote:

Gandalf Parker said:
It could be alot of fun playing the mods against each other.
Maybe the Trolls mod, or False Dawn.

HAHAHAHA
You old hacker you! It took me some trying to find these. Do the rest of them work also? The devils mod would be fun.

I claim Rlyeh: False Dawn

Sombre August 29th, 2007 06:19 AM

Re: New Mod game: Amoscalypse Now
 
You'll need to link to it then.

calmon August 29th, 2007 09:15 AM

Re: New Mod game: Amoscalypse Now
 
I never played a mp game with nation mods so i'll try this one http://forum.shrapnelgames.com/images/smilies/happy.gif

Give me the insectoids. All power to the hive!

Evilhomer August 29th, 2007 10:29 AM

Re: New Mod game: Amoscalypse Now
 
yeah give me Theran Empire, Horror scourge.

Wikd Thots August 29th, 2007 11:32 AM

Re: New Mod game: Amoscalypse Now
 
Quote:

Sombre said:
You'll need to link to it then.

Oh yeah. Sorry.
Quote:


Requirements: The mod nation should be finished and playable, and be some effort at modding. No shabby last-minute mod nation you just throw out right now to win this game..

Many years ago, reportedly before the atlantis enslavement project, frail starspawns assassinate their opponent in they dream, driven their enemy out by the noctambulism phantasmatic army. Unseen conquerors shocked entire world, solons resultant their force to cut off the arcane passage, which created by R'lyeh elder, linking to the dreamworld, and strike R'lyeh empire in the real realm at the same time. After the great war, R'lyeh been sealed in the hadal deepwater, fallin a lengthy sleep and bide their's time...
http://ulm.illwinter.com/dom2/falsedawn.zip

Gandalf Parker August 29th, 2007 12:07 PM

Re: New Mod game: Amoscalypse Now
 
Quote:

Wikd Thots said:
Quote:

Gandalf Parker said:
It could be alot of fun playing the mods against each other.
Maybe the Trolls mod, or False Dawn.

HAHAHAHA
You old hacker you! It took me some trying to find these. Do the rest of them work also? The devils mod would be fun.

I claim Rlyeh: False Dawn

Only a couple work. And not always the way they were meant to.

In the early days of beta testing it seemed logical to first try out all the Dom2 maps and mods since there werent any yet for Dom3. I was more interested in the maps. I think I remember that most of the nation mods failed with "no holiness" or "bad unit number". Probably fixable by some mod person

llamabeast August 29th, 2007 12:26 PM

Re: New Mod game: Amoscalypse Now
 
That description for the False Dawn is completely incomprehensible!

Sombre August 29th, 2007 12:44 PM

Re: New Mod game: Amoscalypse Now
 
If that's a dom2 mod (sort of looks like it is) then you'll need to get it working with dom3 before it can be used in this game.

I'm not sure we're allowing UW nations either, by the way. But that's up to lch.

I just looked in the zip for False Dawn and damn that shiny silver sphere icon is used for a lot of flags. I haven't tested it but the mod kinda seems thrown together.

Wikd Thots August 29th, 2007 01:27 PM

Re: New Mod game: Amoscalypse Now
 
Thats why I called G an old hacker. Finding a surprise like that.

I was going by Lch post. It looked like he chose NOT to say "only on the approved mod list" so we could find some surprises that you didn't know about. But if you want us to use Amos AI mods then I will start looking at those.
I withdraw my False Dawn choice

Sombre August 29th, 2007 01:58 PM

Re: New Mod game: Amoscalypse Now
 
There is no 'approved mod list'. The mod list was/is just a list of the mods in the Mods and Maps subforum. I tried to keep my personal bias out of it.

Amos' nations aren't AI nations. An AI nation would be designed specifically for the AI, like the AI Mictlan I made. Amos' nations just don't use Dom3 vanilla balance.

I think it was implied that you had to pick a dom3 mod (or at least one that actually work with dom3). If it's a dom2 mod that doesn't work with dom3 you might as well be claiming Counter Strike, Rome: Total Realism or Action Quake as your nation.

Feel free to find mods I know nothing about, as long as they work (properly) in dom3.

Gandalf Parker August 29th, 2007 03:50 PM

Re: New Mod game: Amoscalypse Now
 
The Dom2 mods of False Dawn and Trolls do work in Dom3
The others would need some small fixing if I remember right

lch August 29th, 2007 04:11 PM

Re: New Mod game: Amoscalypse Now
 
I guess we have enough players now, drafting is closed.

I certainly don't disallow water nations, it's just that there are not many UW mod nations. Amos mods are not mandatory, too, but there are lots of them and they are what this game is about: Mod nations that are too powerful for base game.

About False Dawn, I haven't played them, but I think that with them you'll be no match against the heavy guns that the others will have. And I'll just rule you out by saying that this is not what I'd call a great effort at modding (sorry, void) considering this seems to be a very first mod of somebody and it doesn't have any new graphics. Not that it would need them to be good, but this game should play differently, you should see foes you haven't seen before. http://forum.shrapnelgames.com/images/smilies/happy.gif

Sombre August 29th, 2007 04:18 PM

Re: New Mod game: Amoscalypse Now
 
If they work as dom3 mods, you can pick them. Test them before to make sure though.

'Trollheim' is a predecessor of Vaettiheim SE and a very simple mod. I guess it's complete enough to count as a nation mod though, if anyone wants to use it. I can tell you it would get utterly crushed in this game.

Edit: Looks like lch has spoken. Trollheim and False Dawn don't make the cut.

Wikd Thots August 29th, 2007 04:52 PM

Re: New Mod game: Amoscalypse Now
 
Starting to sound like the IRC channel.
Never mind. Pull me out as a player.

lch August 29th, 2007 05:16 PM

Re: New Mod game: Amoscalypse Now
 
Quote:

Wikd Thots said:
Starting to sound like the IRC channel.

Huh? What do you mean?

You can play what you want, I can just tell you that you're very likely going to make a very short impression on the game against the other nations if you don't draw level with them.

Anyway, I want to start the game. If somebody else wants to join then he can feel free to, but at least for playtesting and pretender design I'll create the preliminary mod now.

lch August 29th, 2007 06:48 PM

Re: New Mod game: Amoscalypse Now
 
It will take me some time to prepare the preliminary mod, as DrP's awk script fails yet again... (this time, with autosummons and some other stuff in the army lists)

I'll do it by hand again, but will catch some sleep first.

Xox August 30th, 2007 02:32 AM

Re: New Mod game: Amoscalypse Now
 
IF the new patch eta is within a week or two, we should wait for that, I think.

HoneyBadger August 30th, 2007 02:37 AM

F\'Thaqqua: free advertizing!
 
Two weeks ought to be just enough time for me to outfit my dero with submachine guns and to give the Great Death the ability to domsum abominations... http://forum.shrapnelgames.com/images/smilies/wink.gif

Morkilus August 30th, 2007 02:44 AM

Re: F\'Thaqqua: free advertizing!
 
Steampunk Dominions would make my day. Don't tease, HB!!!

Sombre August 30th, 2007 04:03 AM

Re: F\'Thaqqua: free advertizing!
 
Morky: Juzza already made a mod based on the steampunk themed game Arcanum, called Tarent I believe.

If we wait for the patch, it could end up taking months. Better to just start and deal with the patch when it arrives and probably breaks all the mods again :]

Tuidjy August 30th, 2007 12:51 PM

Re: F\'Thaqqua: free advertizing!
 
Guys, if you can wait for two weeks, I will join with Sylvania. Yes, I know
it is not in the same weight class as the rest of the mods, but surely there is
a place of a nation of peaceful, shy forest dwellers who are open to trade?

Friends with everyone, too useful to destroy, and great scouts. I want to have a
front seat to observe the epic battles between the big boys...

Sombre August 30th, 2007 01:49 PM

Re: F\'Thaqqua: free advertizing!
 
I think we have enough people already and Sylvania would just get flattened horribly. No point in trading with them if you can just splatter all their armies and grab their lands.

There are also issues with graphics and descriptions if you have too many mod nations at once.

Tuidjy August 30th, 2007 01:52 PM

Re: F\'Thaqqua: free advertizing!
 
No worries. The graphics issue is an important one. But I dare say that weak
nations led by a supercombatant can surprise anyone ;-)

Gandalf Parker August 30th, 2007 03:11 PM

Re: Sylvania
 
Sounds designed as a perfect ally for some armor-heavy nation http://forum.shrapnelgames.com/images/smilies/happy.gif

But Im guessing there is a reason Sombre came up with the name Amos calypse.
Since those are balaced to each other, but imbalanced for vanilla Dom3 nations, they tend to be better for use as AI's or for playing against each other.

Sombre August 30th, 2007 04:06 PM

Re: Sylvania
 
Eh,.. I don't think you quite appreciate what you're dealing with here. Let's say you took a SC wyrm as your pretender, gave him dom 10, magic for buffs etc. Pretty nasty shock for someone in the early game, right? And you'd be able to take at least ok scales.

Well, let's look a potential build from me. The pretender for my chosen nation, Stigian Corruption, has 4 armour negating attacks all with the secondary effect of soul slay. He is also ethereal, H4, immortal, stealthy,.. that's before buffs. I can also build units (units, not commanders) with two soul slay effect melee attacks and defence 37 out of the box. Did I mention they're sacred and cost only one resource? Not that it would matter, because I get 60 free resources a turn from a site in my cap. The site also gives me 6 astral pearls by the way :]

Vanilla SC pretenders aren't exactly worrying.

Gandalf Parker August 30th, 2007 04:53 PM

Re: Sylvania
 
But why lay all that out at the beginning of the game hwen you are trying to get people to join? Its very nice of you, but kindof counter productive.

Wikd Thots August 30th, 2007 05:04 PM

Re: New Mod game: Amoscalypse Now
 
Quote:

lch said:
Quote:

Wikd Thots said:
Starting to sound like the IRC channel.

Huh? What do you mean?

You can play what you want, I can just tell you that you're very likely going to make a very short impression on the game against the other nations if you don't draw level with them.

Thank you. That is exactly what I meant. What old wimpy "can't say anything is wrong" calls countar productive is what I call egotistical.

That is what kills the IRC channel. Hey everyone, come join IRC and play blitzes. Newbies welcome, we will teach you. But when a game is setting up and a newbie declares then the experts rate it like a bookie figuring a point spread. The game is won before it is played. Newbies leave and don't come back.

What good is it to start a game with everyone bringing your own favorite mod nation if the only acceptable choices are Amos mods? They are great for this purpose and it will be an interesting game but why not just say Amos Only at the beginning instead of killing any interest ahead of time in using any other? Besides that there IS a chance that even YOU might be surprised. One of the others might add something interesting to the game. Maybe even win? (no of course not)

Sombre August 30th, 2007 05:06 PM

Re: Sylvania
 
I'm not trying to get people to join. Quite the reverse, I'm explaining to Tuidjy that he'd be wasting his time playing Sylvania in this game. Besides, we already have enough people to start and they're mostly using nations with similarly overpowered stuff.

I'm not revealing any strategy. This is all stuff they'd find out in 5 minutes if they looked in some of the mods that have been picked.

If simply telling people about the units in an available mod that will be in the game is counter productive then I wonder what you would consider 'productive',....

Perhaps refusing to share any information on the mod? Ensuring that I win by picking/creating the most overpowered mod possible? Duping people into entering a knife fight with a toothpick?

All of the above seem counter productive to me.

Nikolai August 30th, 2007 05:09 PM

Re: Sylvania
 
You know, I think it is too heavy for me. Gandalf is right, no point is playing against this. Urdheim is strong, but that described God is insane. The troops just as much.

I wait for the combined mod to look at, but I could give up after I see other mods. I looked at Angels and one other, and they were scary, but not insane. I laughed at Cohen's Crusaders when Petar showed them, but now I think I did not see the worst.

Sorry, but games are for fun. Wrestling T-34 is not fun.

-----------

I looked at Stigian Corruption. I am out.

Gandalf Parker August 30th, 2007 05:17 PM

Re: Sylvania
 
I only meant "counter productive" to getting the game started. Not to the quality of the game. I know that you were helpfully offering expert opinion.

And Wikd.. (again) do not repaint my words please.
And as far as the IRC channel goes, I have found that the gathering of experts there is quite useful. I especially recommend it to anyone who has an idea for a nation/god/build/tactic that they would like a critique on.

Wikd Thots August 30th, 2007 05:20 PM

Re: Sylvania
 
RAAZZZZZZberry!
It still sounds like you are all saying the same thing I did but just did not like the way I said it.

IRC is great for getting helpful expert opinions

Just try not to get it before going into the game unless you want convinced not to even try it

Sombre August 30th, 2007 05:23 PM

Re: New Mod game: Amoscalypse Now
 
Quote:

Wikd Thots said:
Thank you. That is exactly what I meant. What old wimpy "can't say anything is wrong" calls countar productive is what I call egotistical.


What's egotistical about it? No-one's saying they're better players, just that the mods are of clearly different power levels. Which you'd know, if you looked at them.

Quote:


That is what kills the IRC channel. Hey everyone, come join IRC and play blitzes. Newbies welcome, we will teach you. But when a game is setting up and a newbie declares then the experts rate it like a bookie figuring a point spread. The game is won before it is played. Newbies leave and don't come back.


The IRC channel isn't dead. It's going strong and new people are still joining it, discussing, chatting and, yes, joining blitzes. I've never seen anyone behaving in the way you describe, either.

Quote:


What good is it to start a game with everyone bringing your own favorite mod nation if the only acceptable choices are Amos mods? They are great for this purpose and it will be an interesting game but why not just say Amos Only at the beginning instead of killing any interest ahead of time in using any other? Besides that there IS a chance that even YOU might be surprised. One of the others might add something interesting to the game. Maybe even win? (no of course not)

The very first post points out both Urdheim and Mushroom Kingdom as well as Amos' mods. Yes, Amos' mods were in mind when this game was created, because he's the most prolific nation mod maker and people really enjoy his stuff, yet no MP to my knowledge has ever been played using his nations. They are generally speaking highly overpowered, but so are a number of other mod nations, including (apparently) Magoserium, which has been picked for the game. The name was a hint though.

I can't say for sure which nation will win, or even do well, but I do know that nations like Sylvania which were intended to be balanced with dom3 and (sort of) are will just get steamrollered. If you call that egocentric, fair enough. Have you actually compared Sylvania with, say,.. Stigian Corruption, though? Because you seem like you're just running your mouth for the sake of it. Some perceived slight from the IRC channel maybe?

By the way, I think the main reason lch rejected False Dawn was because it has no new graphics, which makes it considerably less interesting than other mods.

Sombre August 30th, 2007 05:34 PM

Re: New Mod game: Amoscalypse Now
 
IIRC Urdheim has its own Pretender which is uberpowerful and some pretty mad summoning ability as well. It might not be on the same level as one of the Amos mods though.

If people are having a look at the mods they'll be up against and dropping out, that's only fair. Slots open for more people and perhaps this will turn into an all/mostly Amos mod game, I have no idea.

If you have your heart set on Urdheim in a MP game but you don't fancy this one, I'm sure a chance to play them will come up in a later game :]


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