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Threelake Throwdown (Mod nation game)
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This is a thread for the mod nations game I just organised over irc.
The players are: Jurri: Gaea, Cradle of Forests lch: Tomb Kings Sombre: Polod Rebalanced Ferrosol: Alugra, City of Wonders Okin: Skaven Pashadawg: Arga Dis llamabeast: Vaetti The map is Threelake by Pashadawg. The soundtrack is by the Blue Man Group. http://www.barngalleryireland.com/im...hree-lakes.jpg |
Re: Threelake Throwdown (Mod nation game)
Everybody, please use the mod from above to create your pretenders and then send them to me to this email address:
http://bannerbreak.com/banners/5/941...5067880021.gif |
Re: Threelake Throwdown (Mod nation game)
This'll be my first game in quite a while, and with a nation I've barely tried - should be interesting. :D
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There is a farm named after you on the map, okiN. :D
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Yeah, I remember you telling me about it when you made the map.
If any of you go near that farm, I'll consider it a firm casus belli. :mad: |
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Aah, I'm very sorry I missed out on this game. Perhaps you could note me as a reserve, in case someone drops out or something.
Also, Sombre suggested I should mention some imminent changes to the Tomb Kings. The main ones I'm planning to make are: - The poison damage on the Asp Archers will be MR-negates - The Buried sacreds will become available everywhere - I'm half-considering making the Asp Archers cap-only - thoughts would be welcome - The national summons will become much cheapers, especially the anubites and the servants of horus. I'd like it if they were both frequently an important component of TK armies. As it is they're not really worth summoning. - Anubites will probably need earth gems instead of death gems. There's already far too much to spend the death gems on. I could implement these now, but Sombre felt it was too late for this game. I just thought these things would be worth bearing in mind balance-wise. To be honest if there were any chance I could make the changes now I think that would be really good. I could make them directly in your multi-mod so you wouldn't need to recompile it. It seems a shame that one of the few times the TK get some MP time (and in the hands of a good player) it'll be with an outdated version. |
Re: Threelake Throwdown (Mod nation game)
llama, the game hasn't started yet, if you still want in we'll certainly be able to fit you in. Changes to Tomb Kings that you make within this week would be okay, too, as long as they're making them stronger, not "more balanced" aka weaker. ;)
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Re: Threelake Throwdown (Mod nation game)
Oh really? Awesome, I think I would be keen then. I think probably I'd like to play Vaettiheim, if that's okay.
Also, I've just been working on a script to automatically combine multiple mods. I've nearly finished it. That might save work on incorporating the Vaetti, and an updated Tomb Kings. |
Re: Threelake Throwdown (Mod nation game)
DrP already did something like which he dubbed the Mod mixer or something like that, it should be in the untilities thread. To be true, I still wouldn't trust a tool like that and I'm not using it but go through these things by hand, but it would be interesting.
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Re: Threelake Throwdown (Mod nation game)
I just looked at the nation of Alugra. Very nice ideas but still don't you think that in addition to all tremendous "call power" spells having easily castable 7 gems GoR is too much unbalanced?:)
Very nice theme indeed but it seems like it should be a museum exhibit:) |
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Re: Threelake Throwdown (Mod nation game)
I don't want to argue, but all my experience says that there're no gems more valuable than nature gems and if you have access to clams, pearls lose their importance. As for the units being capital-only, you can recruit a lot at a time (as they're not commanders) and you can also GoR anything else in the game for 7 pearls.
I just wanted to say that in hands of a skilled player this nation will not leave a chance to any other. I am absolutely sure of it. Just an opinion) |
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There's no way people are going to be able to clam in this game. Anyone who does try is going to find they have people stomping their face into the dirt and wondering why they didn't put up the fight expected.
I don't believe having a cheaper GoR is going to make them overpowered at all. GoR itself isn't that powerful a spell. As for the overall balance of Alugra, it's hard to know without a few games like this one. If it turns out to be crazy overpowered, it will have to be rebalanced before appearing in further games. |
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Is this going to be quite a cramped map then?
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Fairly. It'll be fine though.
I just want to get the damn thing started. So what's next? Have we integrated vaetti yetti? |
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I've finished my super script. Seriously, it's super. It's about 400 lines long (i.e. it understands a lot about how mods work) and I'm pretty sure it can handle anything flawlessly. I checked it against all the mod commands in the modding manual. It automatically makes a complete mod, even including a description saying which mods it's integrated, removes all clashes and puts all mod nations in the same era.
In the morning I'm going to make the TK changes, send in a vaetti pretender, and upload my script. I'll also make it generate a combined mod, which lch can use if it's helpful. Is this game using CBM? And, which version of the vaetti is the canonical one? |
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Threelake will be snug, but not too much so. 92 land provinces / 7 = 13 provinces per player. That's plenty me thinks.
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Updated Tomb Kings mod released.
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Looks like this will be an intresting game, I'll be keeping an eye on it.
And heavily rooting for Arga Dis of course. Don't let them down Pasha, or I'll be seriously disappointed in you. ;) |
Re: Threelake Throwdown (Mod nation game)
Mod combiner released. It's in the mod subforum.
I'm a bit stuck now with regard to designing a pretender, because I'm not sure whether we're using CBM and which version of vaetti to use. I hope I'm not holding everyone up. |
Re: Threelake Throwdown (Mod nation game)
If you guys are still interested in using Gaea and can wait until tomorrow evening to start, I am releasing an updated version of the mod. The mod moves the unit IDs away from the vanilla ones and makes many other changes to the nation to make it more interesting.
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Re: Threelake Throwdown (Mod nation game)
Yeah, that would be cool. We're waiting for okiN's and llama's pretender and possibly for llama's utility to combine mods right now, anyway.
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Okay, as I understand it, the plan is to include CBM after all, along with the new versions of Vaettiheim, Tomb Kings and Gaea. I've fixed up my mod-combining script, so I'll make the new combined mod as soon as Foodstamp's new Gaea comes out.
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Re: Threelake Throwdown (Mod nation game)
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Here is the latest version of Gaea. It fixes the conflict with the new Vanilla nations in addition to the following changes:
Gave Ent and Ancient poor undead leadership. Gave tree folk recup Lowered gold costs on units Eliminated Druid Added Vineman pd enchantment as an easy to cast enchantment Added All Nature version of Carrion Woods Gave Ancients holy 1 Added Daughter Oak Unique Hero Added Vine Ogre Hero Gave Sylvan Beauty map movement (2) Added Vine Wall summon I left three items off this version of the mod to get it done in time for the MP game. These items are minor and will be added to the next version when I have time to complete it. |
Re: Threelake Throwdown (Mod nation game)
Okay! Here is the completed mod. I've had a quick glance at all the nations and they look fine - hopefully they really are. I've packaged up all the individual nations here as well, from the latest download links, for convenience.
Everyone will now need to remake and resend their pretenders. The mod for this game is called "ThreeLake". You should make sure you have it enabled when making your pretender. |
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Okay, immediately a major flaw is obvious - national summons don't work correctly, cos the mod combiner doesn't know to change the "damage" value for the summoning spells. Well, I'm too knackered to fix that right now, but anyway we can still use this version of the mod to produce pretenders, since neither the unit numbers nor the pretender statistics will change again. I will work on fixing the national summons later on. It should be a doable thing to add to the mod combiner.
There seems to be lots of things to consider with this script! |
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Okay, here is the new multimod. Hopefully I've caught everything now.
Edit: Final mod now in first post. |
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The plan was to use CBM mod nations, yes, so some people may need to redo their pretenders. I'll have a look around who that is going to be. EDIT: I wanted to see if the pretender costs have changed for people in this game. But I'm playing in this myself, so that doesn't seem fair. If somebody notices that his pretender base cost has changed with llama's mod, then please redo and resend your pretenders. Still waiting on <strike>Godot</strike> okiN! :D |
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I think everyone will have to redo their pretenders unfortunately, because the unit numbers will have changed.
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Re: Threelake Throwdown (Mod nation game)
Okay. I had coobe look over the pretenders, and according to him the base costs for Gaea and Alugra have definitely changed, the others could just rebuild the same setup that they had before. Please send your redone pretenders ASAP so we may start.
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Shame you put CBM at the bottom of your megamod llama. Means copystat clone pretenders for mod nations won't have CBM values.
Doesn't make much difference in this game, but something to look out for. |
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Aaaah. I had no idea of that. In my head the copystats would refer to the modified pretenders, but in fact it's fairly obvious it doesn't work like that.
I thought it was strange that the pretenders seemed so unchanged. I can whip up another one in a few seconds. But I fear that will damage the momentum on starting the game. Let me know if you'd like me to though. |
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It seems Skaven Censer Bearer weapons don't have their incense cloud secondaryeffectalways in the threelake dm llama.
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Re: Threelake Throwdown (Mod nation game)
Oh man. The cloud is declared after the weapon that uses it. I didn't think you were allowed to do that.
I think the remaining assumptions in the script are that weapons, armor and sites must all be declared before being used. With weapons obviously it obviously isn't true after all, so I'll fix that tonight. With armor and sites I still think it is true. Now's the time to tell me if I'm wrong though. Fixing the weapons won't make any difference to the pretenders, so people can carry on using the current mod to make their pretenders and send them in. I notice the mod's only had four downloads. Do we reckon the other two have actually looked here and knows they need to send a new pretender in? |
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I have received all the pretenders now. The game is going to start shortly. Unless there's going to be an updated mod you want me to use on the server first?
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We could do with an update from llama making sure the weapons etc are all working.
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Yeah, sorry about that, I've been a bit dopey. I'm a little tipsy right now, but I'll do it first thing in the morning.
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Revised pretender sent. Sorry for the delay.
Pasha |
Re: Threelake Throwdown (Mod nation game)
Okay! The (hopefully!) final version of the mod is in the first post. Sorry about the delay.
My mod combiner has been updated as we've gone along, so it made the final version unaided. I'm just going to make a couple more tweaks then I'll repost it in the modding forum. |
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Cool. The game will start after I got some sleep, then. <strike>ETA less than 24h.</strike>
EDIT: All promises have to be broken... but only once. Too tied up over other things, not good. |
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The game server is up. I hope I didn't make any glaring error while setting it up...
I repackaged the original mod with llama's updates, containing the mod icon and the nation graphics in one directory. You can redownload it in the top post if you want. |
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Thanks, lch. (Note the official thank you... I pushed the button.)
Your email said there is a webpage with the turn status. What is the address? Pasha |
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Oh ho! The game is afoot!
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Death to OkiN!
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No, no! Death to the Evil One! Death to JURRI! :(
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I am an equal opportunity killer, Death to everyone!
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Everyone is a lamer, everyone is using provhax!
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Re: Threelake Throwdown (Mod nation game)
What?
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