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-   -   MP: Crusaders - Mod Heavy Ea game [Game Over - Kietsensei wins!] (http://forum.shrapnelgames.com/showthread.php?t=43288)

Amonchakad June 4th, 2009 07:41 AM

Crusaders - Mod Heavy Ea game [Game Over - Kietsensei wins!]
 
2 Attachment(s)
The game is finished! Kietsensei of EA Oceania has been declared the winner!


_______________________________


Hi everyone!

I'm quite a new player of dom 3, but I'm really liking it and now it's the time to host my first game:D

Now, this won't be a normal game; I want to employ many gameplay-changing mods and see how they work with each other.

The mods I'm planning to include are:
-CBM(We all know this one)
-CPCS (More early and mid game multipath spells)
-Holy War (Gives a lot more holy spells/units/sites, changes the role of priests by quite a lot)
-More Magic Sites(Adds around 150 magic sites to the game)
-Llamabeast's Streamers & Standards(Just for the eye candy)

The game information:

Early Age

Map:Land of Legends

Players: 12

-Amonchakad: Arcoscephale
-Lavaere: Fomoria
-Strabo: Ermor
-Aethyr: Helheim
-Gregstrom: Lanka
-Pelthin: Yomi
-Anthropos: T'ien Ch'i
-shard: Sauromatia
-Llamabeast: Tir Na N'og
-Dragar: Abysia
-Burnsaber: Agartha
-Kietsensei: Oceania

Settings:Everything to default except
-magicsites 50
-HoF 15

Turns:24h for the first 20, then 48h. We can go to 72 hours if requested.



Now,because of the high number of balance-changing mods, this won't be a normal game: what I'd really hope we're going to do is giving a lot of feedback on the mods' balance.
I suggest you read the changes made from the various mods.
If, while playing, you find something that you think is overpowered, useless or just unbalanced, post it in the game thread.
Also,if we all agree that something is really ruining the game's fairness, we will change it on the fly(as far as i get it,mods CAN be changed mid-game).

Soo...I think that's pretty much everything; if I forgot something, just tell me, as I said it's my first time^^
Let's see if there is enough interest for an odd game:)

Executor June 4th, 2009 07:55 AM

Re: Crusaders - Heavy Mod Testing Ea game [Recruiting]
 
I think you should test it a bit more. Those are the mods we are "trying" to use in Unsanity. They seemed to work at first but a lot of spells are screwed up summon wrong things or don't summon at all, some pretenders are bugged, cheat messages appear, nations disappeare, and once we tough it was all fixed and uploaded the pretenders the game disappeared from Llamaserver.

Amonchakad June 4th, 2009 08:04 AM

Re: Crusaders - Heavy Mod Testing Ea game [Recruiting]
 
Quote:

Originally Posted by Executor (Post 694374)
I think you should test it a bit more. Those are the mods we are "trying" to use in Unsanity. They seemed to work at first but a lot of spells are screwed up summon wrong things or don't summon at all, some pretenders are bugged, cheat messages appear, nations disappeare, and once we tough it was all fixed and uploaded the pretenders the game disappeared from Llamaserver.

Oh I know, I actually got the idea from your game:)
After reading its description, I tried to merge all those mods in a SP game, leaving out only the Antilarium metamap. I think that the problem is caused by Mithology, because with it on, I had all sorts of bugs and crashes, then I took it off...bam!
No more problems. I've already played 3 SP games with the combination of mods I plan to use in this game(though I was using them separately,I had yet to merge them into a single mod)and i never had a single problem.

I'll do a couple more games with it, but I think that all your problems are caused by the Mithology mod( or possibly Antilarium).

Burnsaber June 4th, 2009 08:05 AM

Re: Crusaders - Heavy Mod Testing Ea game [Recruiting]
 
Quote:

Originally Posted by Executor (Post 694374)
I think you should test it a bit more. Those are the mods we are "trying" to use in Unsanity. They seemed to work at first but a lot of spells are screwed up summon wrong things or don't summon at all, some pretenders are bugged, cheat messages appear, nations disappeare, and once we tough it was all fixed and uploaded the pretenders the game disappeared from Llamaserver.

Since he didn't include the mytheology nor the antilarium mod, his work will be much easier.

You should double-check that the magic sites and summon spells give units they are supposed to give, that gave us most headache.

Amonchakad June 4th, 2009 08:21 AM

Re: Crusaders - Heavy Mod Testing Ea game [Recruiting]
 
Quote:

Originally Posted by Burnsaber (Post 694376)
Quote:

Originally Posted by Executor (Post 694374)
I think you should test it a bit more. Those are the mods we are "trying" to use in Unsanity. They seemed to work at first but a lot of spells are screwed up summon wrong things or don't summon at all, some pretenders are bugged, cheat messages appear, nations disappeare, and once we tough it was all fixed and uploaded the pretenders the game disappeared from Llamaserver.

Since he didn't include the mytheology nor the antilarium mod, his work will be much easier.

You should double-check that the magic sites and summon spells give units they are supposed to give, that gave us most headache.


Thanks for the hint, I've start doing that and in 5 minutes I've already found a couple of bugs.I'll have to reupload the mod file after I've fixed them all...the game won't start until we have enough people anyway:)

By the way, does anyone know a way to mod a map so that i can see every single site?
Looking at the mod file and double-checking all IDs is quite tedious...

Amonchakad June 4th, 2009 09:55 AM

Re: Crusaders - Heavy Mod Testing Ea game [Recruiting]
 
Allright,I think I fixed everything(check first post); the combined mod should be ready now:)

Lavaere June 4th, 2009 09:59 AM

Re: Crusaders - Heavy Mod Testing Ea game [Recruiting]
 
War Cleric, recruited from Lighthouse of Faith. Doesn't have any weapons, just his fist. But when I looked at the dm file it says.

#weapon "Axe"
#weapon "Throwing Axe"
#weapon 56

Amonchakad June 4th, 2009 10:49 AM

Re: Crusaders - Heavy Mod Testing Ea game [Recruiting]
 
Quote:

Originally Posted by Lavaere (Post 694386)
War Cleric, recruited from Lighthouse of Faith. Doesn't have any weapons, just his fist. But when I looked at the dm file it says.

#weapon "Axe"
#weapon "Throwing Axe"
#weapon 56



Hmm, I just did a test game and the War Clerics look fine.Are you sure that you don't have any other mod active?

EDIT:I'm doing more playtesting and I'm finding more small bugs,mostly typos.I suppose I'll just keep working on it until we have the game ready.
By the way,is noone really interested in joining? I'm putting a lot of work in polishing the mod you know:D

Burnsaber June 4th, 2009 12:26 PM

Re: Crusaders - Heavy Mod Testing Ea game [Recruiting]
 
Quote:

Originally Posted by Amonchakad (Post 694394)
EDIT:I'm doing more playtesting and I'm finding more small bugs,mostly typos.I suppose I'll just keep working on it until we have the game ready.
By the way,is noone really interested in joining? I'm putting a lot of work in polishing the mod you know:D

If you find any typoes in Holy War/CPCS, would you mind taking notes of them and telling me, so that I can fix the main versions?

Well, there are many games recruiting at the moment. Filling up might take time, because people are hitting their personal limits. My personal maximum is 4 games. I'm currently in 3, but I'm saving one because when I manage to complete my UW Gameplay Enchanment mod, I need to make a test game for it. Alugra needs a test game too.

The "Testing" and the current posts about bug fixing might also scare people. Besides, it's only been what 6hours? Cripple_Fight with 13 players took 3 days to fill up.

Amonchakad June 4th, 2009 12:29 PM

Re: Crusaders - Heavy Mod Testing Ea game [Recruiting]
 
Quote:

Originally Posted by Burnsaber (Post 694405)
Quote:

Originally Posted by Amonchakad (Post 694394)
EDIT:I'm doing more playtesting and I'm finding more small bugs,mostly typos.I suppose I'll just keep working on it until we have the game ready.
By the way,is noone really interested in joining? I'm putting a lot of work in polishing the mod you know:D

If you find any typoes in Holy War/CPCS, would you mind taking notes of them and telling me, so that I can fix the main versions?

Well, there are many games recruiting at the moment. Filling up might take time, because people are hitting their personal limits. My personal maximum is 4 games. I'm currently in 3, but I'm saving one because when I manage to complete my UW Gameplay Enchanment mod, I need to make a test game for it. Alugra needs a test game too.

The "Testing" and the current posts about bug fixing might also scare people. Besides, it's only been what 6hours? Cripple_Fight with 13 players took 3 days to fill up.

Sorry about the hurry,I don't really have a lot of patience:D

About the bug fixes...yeah I can write down a list.I just have to remember all the ones that I already fixed:p

Lavaere June 4th, 2009 08:35 PM

Re: Crusaders - Heavy Mod Ea game [Recruiting]
 
Oh I am in for the game. And I like the Sha Bay map.
Thing is I've never tried apart from having CBM and Standards, those other mods.

llamabeast June 7th, 2009 06:24 AM

Re: Crusaders - Mod Heavy Ea game [Recruiting]
 
I might be up for playing in this actually, if it takes a while to start. Problem: I can't start till next Thursday (i.e. 11 days). That's quite a long time, so feel free to start without me!

Strabo June 7th, 2009 06:48 AM

Re: Crusaders - Mod Heavy Ea game [Recruiting]
 
If this game is newbie-friendly then I'll play as Ermor

Amonchakad June 7th, 2009 10:18 AM

Re: Crusaders - Mod Heavy Ea game [Recruiting]
 
Welcome aboard!
I have no problem with accepting newbies(I'm one too), and Llama, I'll keep a slot for you, if we start late.

I'll upload a new version monday, fixed a couple more bugs and a lot of typos.

Lavaere June 7th, 2009 02:52 PM

Re: Crusaders - Mod Heavy Ea game [Recruiting]
 
Never tried Fomoria before, so I'll try them this time around

Aethyr June 7th, 2009 03:20 PM

Re: Crusaders - Mod Heavy Ea game [Recruiting]
 
Argatha please. When is the estimated start?

Gregstrom June 8th, 2009 10:36 AM

Re: Crusaders - Mod Heavy Ea game [Recruiting]
 
I 'd like Lanka, please.

Amonchakad June 11th, 2009 01:37 AM

Re: Crusaders - Mod Heavy Ea game [5-7 slots left]
 
Bumpity-bump.

Well,i've decided to settle for 10(or 12 with 2 water nations) players, so as soon as other 5 players join we're good to go...honestly I have no clue about how much time that will take, but I hope that we'll be able to start within 5-7 days.(though if we wait we get llama to join, and i'd love to play with him:D)

Aethyr June 11th, 2009 02:59 AM

Re: Crusaders - Mod Heavy Ea game [5-7 slots left]
 
No worries, just more time to test. And it would be cool to play with Llama again.

Aethyr June 12th, 2009 11:58 AM

Re: Crusaders - Mod Heavy Ea game [5-7 slots left]
 
Hey,

I've changed my mind, I'll take Helheim instead. Thanks

Amonchakad June 16th, 2009 04:52 AM

Re: Crusaders - Mod Heavy Ea game [5-7 slots left]
 
Bump

Pelthin June 16th, 2009 08:11 AM

Re: Crusaders - Mod Heavy Ea game [5-7 slots left]
 
I am game for something different, I always wanted to try Yomi, is that still open?

namad June 16th, 2009 09:09 PM

Re: Crusaders - Mod Heavy Ea game [5-7 slots left]
 
is this game gonna be hosted on llamaserver? also are you sure its possible to update mods midgame? because cbm is never updated midgame?

Gregstrom June 17th, 2009 01:34 AM

Re: Crusaders - Mod Heavy Ea game [5-7 slots left]
 
Mods can be updated midgame. ChrisP had to do it a lot in the Ulm v Ulm game he ran.

Amonchakad June 17th, 2009 02:22 AM

Re: Crusaders - Mod Heavy Ea game [5-7 slots left]
 
Welcome Pelthin ; sure, Yomi is available.

And yes, the game's going to be hosted on Llamaserver:)

chrispedersen June 17th, 2009 03:21 AM

Re: Crusaders - Mod Heavy Ea game [4-6 slots left]
 
Pencil me in for mictlan, please.

chrispedersen June 17th, 2009 04:03 AM

Re: Crusaders - Mod Heavy Ea game [4-6 slots left]
 
Are you sure we can't throw SingleAge into the mix?
I'd like to try this with La-R.

shard June 17th, 2009 04:09 AM

Re: Crusaders - Mod Heavy Ea game [4-6 slots left]
 
Quote:

Originally Posted by chrispedersen (Post 696386)
Pencil me in for mictlan, please.

Ha, if Chris is going for this game I think our Betelgeuse game is pretty much as good as over!

I'm in for Sauromatia,
And this time from the start :p

Aethyr June 18th, 2009 06:02 AM

Re: Crusaders - Mod Heavy Ea game [4-6 slots left]
 
Quote:

Originally Posted by chrispedersen (Post 696393)
Are you sure we can't throw SingleAge into the mix?
I'd like to try this with La-R.

Boooooo! :p I'd rather not have to play agianst La-R. :)

Amonchakad June 18th, 2009 12:43 PM

Re: Crusaders - Mod Heavy Ea game [4-6 slots left]
 
Hey chris and Shard, welcome aboard:)

For chris: sorry but we won't be playing with SingleAge: considering that I already had some problems with merging all the mods, I don't want to have to deal with even more potential bugs and issues.
Beside that, many people have already chosen their nation from the Ea, and even if we played with SingleAge I would have never admitted LA R'lyeh anyway :p

So, for the moment I'll sign you up as Mictlan, if you change your mind just let me know.

EDIT: I've just noticed that it's thursday, so llama should join us. With him, if he still wants to join, we'd be either missing 1 player, or 3 if we want 2 water nations.
I need your opinion: do we just get 1 more and don't have water nations(it's just 18 provinces anyway) or do we specifically look for 2 more players to play 2 water nations?

llamabeast June 18th, 2009 04:03 PM

Re: Crusaders - Mod Heavy Ea game [2-4 slots left]
 
Well I still haven't finished my sodding thesis, but I'm pretty close, so hopefully I will be done before the game gets intense. So... yes please, sign me up!

I think I would like to play Tir na n'Og. I've not played them before and they look to have some reasonable diversity for CPCS goodness.

Kietsensei June 18th, 2009 04:06 PM

Re: Crusaders - Mod Heavy Ea game [2-4 slots left]
 
Hello,

I would like to sign in for this game :) I hope there is still room for me.
I will tell the nation I would like to play a little later

Kietsensei June 18th, 2009 05:27 PM

Re: Crusaders - Mod Heavy Ea game [2-4 slots left]
 
I am feeling a little suicidal and would like to play Oceania :D

chrispedersen June 18th, 2009 08:21 PM

Re: Crusaders - Mod Heavy Ea game [2-4 slots left]
 
Interesting. The CPCS module has some spells which very nicely aid agatha.

Burnsaber June 19th, 2009 02:01 AM

Re: Crusaders - Mod Heavy Ea game [2-4 slots left]
 
Quote:

Originally Posted by chrispedersen (Post 696764)
Interesting. The CPCS module has some spells which very nicely aid agatha.

I'm guessing that you mean the "Grip of the Marshlands" spell? Should be useful when combined with your low attack troops. I haven't tested if the claymen you summon in the battlefield by the "Animate Clay" spell get the dominion bonus or not.

Quote:

Originally Posted by llamabeast (Post 696732)
Well I still haven't finished my sodding thesis, but I'm pretty close, so hopefully I will be done before the game gets intense. So... yes please, sign me up!

I think I would like to play Tir na n'Og. I've not played them before and they look to have some reasonable diversity for CPCS goodness.

Yeah, Tuatha Sorceresses seem like ideal candidates for Winds of [Season] spam. You also seem to have good access for several niche evocations (Shocking Pour, Spore Spread). Also "Grip of the Marshlands" has nice synergy with poison spamming + quaqmire because sliming also halves AP.

But I'm giving away all of your tricks here! Whoopsie, I'll just say what I came to say in the first place.

If you notice any bugs or typoes in the CPCS/Holy War mods, would you please report them to the mod thread (see signature in this post). Also, if you think some spell/unit/magic site is too strong or weak, please voice your opinion so that something can be done about it.

chrispedersen June 19th, 2009 02:56 AM

Re: Crusaders - Mod Heavy Ea game [2-4 slots left]
 
I'm surprised that no one has taken tien chi or arcosephale. both of them benefit hugely from the cpcs spells.

Amonchakad June 19th, 2009 03:45 AM

Re: Crusaders - Mod Heavy Ea game [1 land+1 sea players needed]
 
Allright, changes noted:) As Kietsensei wants to play Oceania, we just need 2 more players:1 land nations,and 1 sea, then we can begin the pretender uploading.

llamabeast June 19th, 2009 03:46 AM

Re: Crusaders - Mod Heavy Ea game [1 land+1 sea players needed]
 
I thought that as well. But I didn't want to play them!

Incidentally it seems that the researchable holy spells don't show up in the research lists, but do still work. Everyone, make sure you've read the first post of the Holy War thread so you know what you might want to research for your priests.

shard June 19th, 2009 03:57 AM

Re: Crusaders - Mod Heavy Ea game [1 land+1 sea players needed]
 
Actually I am not familiar with the mods; which nations would significantly change? Those with strong priests and multipath mages I assume?

I'm already playing EA TC in one game, would my gameplay change significantly with CPCS and Holy war?

Burnsaber June 19th, 2009 04:02 AM

Re: Crusaders - Mod Heavy Ea game [1 land+1 sea players needed]
 
Quote:

Originally Posted by llamabeast (Post 696833)
Incidentally it seems that the researchable holy spells don't show up in the research lists, but do still work. Everyone, make sure you've read the first post of the Holy War thread so you know what you might want to research for your priests.

Actually, they show up for me, they are always listed as last in their school level. This is kinda stupid question to ask, but are you sure that you have the latest patch? Holy spells didn't show up in the research screen in the previous versions.

chrispedersen June 19th, 2009 04:13 AM

Re: Crusaders - Mod Heavy Ea game [1 land+1 sea players needed]
 
They show up for me as well.

Burnsaber June 19th, 2009 04:21 AM

Re: Crusaders - Mod Heavy Ea game [1 land+1 sea players needed]
 
Quote:

Originally Posted by shard (Post 696835)
Actually I am not familiar with the mods; which nations would significantly change? Those with strong priests and multipath mages I assume?

I'm already playing EA TC in one game, would my gameplay change significantly with CPCS and Holy war?

I'm the author of CPCS & Holy War, in case you were wondering and I'd be clad to anwser your question.

The changes of CPCS & Holy War are mostly global, althought Holy War slighlty changes (max changes +/- 10% in gold cost) some sacred troops. Also some mage-priests are reduced in holy power while some "pure" priests got increased holy magic.

I also brought up some hints about handling the mods in a previous thread, behold the power of copy-paste!

- With Holy War, holy sites are much more common, althought the effect is somewhat diluted by the magic site mod. My careful estimate is that about 8% of sites will be holy. All common holy sites can be found with a level 1 priest, uncommons by level 2 and rare sites by level 3. It's recommendable to send at least h2 priest out early to search some holy sites. Most of the sites do not give lots of gems, but allow access to good quality units & priests. Most of the indy sacreds can be pretty good even with a moderate bless, and some need no bless at all to be of use (Penitents, for example, are just undercosted heavy infantry, because they fight to cleanse their sins.), so it's worthwhile to search even if you don't have a bless. Most also give some gold and/or resources. Most of the holy sites are just for land, so rarely concern sea terrains. However, the "Temple of the Deeps" common holy site is still there, so holy searching underwater is worthwhile just for it.

- Be careful with the CPCS spells - consider the new options they give for your opponent against you, so that you are not completely taken by suprise by a new spell. Be also sure to check any spells that are available to you. CPCS has up-to-date complete spell list on these forums (you can find the link on the first post of the mod thread).

- Also consider the new cross-holy summoning spells (Call Guardian of X). They need precious mage-time (only one unit per summon), but the troops are pretty good, and sacred to boot. If things get hot, they might just be the silver bullet you need. For example, Guardians of the First Flame have high attack skill and a high-damage magical weapon. They might be just what you need to croak those pesky ethereal thugs. Guardians of the Throne deal nearly no damage to anything but are ethereal, high def and small size. Perfect to buy you some time on the battlefield and to exhaust enemy troops as they try hit them. Guardians of the world tree have magical ranged attack -> perfect for popping up mistform.

- The new holy spells from Holy War should also be up to consideration when you devising your combat stragedies. Just the new 3 starting spells change things. All priests can now do battlefield healing with the "Faith Healing" spell, an option that makes level 1 priests much more useful on the battlefield. "Smite Heretic" is also good for fending off any early sacred rushes. You should also note that the three most powerful new holy buffing spells (Holy Warriors + Divine Armaments + Divine Protection) are mr negates/mr negates easily and only work well with low-to medium mr troops. Penetration items can also be used to increase the effectiveness of these spells.

Burnsaber June 19th, 2009 04:40 AM

Re: Crusaders - Mod Heavy Ea game [1 land+1 sea players needed]
 
Actually, all this talk about the mods has given me the craving to game.

Sign me up as Agartha.

Amonchakad, you should know that finding a another sea player might take some time. Going against EA Oceania in a 18 province lake is a practically a suicide. The Knight of the Deeps will be in your capital before turn 10. EA Atlantis has nothing that could even theoratically hit them and R'lyeh isn't able to reach critical mass on its Mind Blasters in so short time.

Perhaps you could combine some water provinces to reduce the amount of water? 10-12 water provinces should be okay to a single UW nation, considering that we have two amphibious nations in the mix (fomoria & Agartha).

Kietsensei June 19th, 2009 04:51 AM

Re: Crusaders - Mod Heavy Ea game [1 land+1 sea players needed]
 
By the way if everyone is ok we could start as we are now. Most people seem to be busy with other games already. Land players will have 15 provinces and water 18 but we all know how hard it is for these cute mermaid to colonize outside of the water :)

If people disagree and we cannot find other players I can switch to another nation: Hinnom

Edit: Burnsaber just posted before me. He is right and another solution would be to reduce the amount of water.

shard June 19th, 2009 06:13 AM

Re: Crusaders - Mod Heavy Ea game [1 land+1 sea players needed]
 
Since one of the purposes of this game might be to test out the mp viability of the mods I don't mind changing my pick of Sauromatia to another nation you think that might make better use of the new spells.

Any suggestions?

Amonchakad June 19th, 2009 10:37 AM

Re: Crusaders - Mod Heavy Ea game [1 land+1 sea players needed]
 
Honestly, the solution about letting Oceania as the only sea nation doesn't sound bad.I haven't played Oceania much, but I know that it has many problems expanding above the surface...
About editing the map file for having less water provinces, it sounds a little complicated for me, but maybe somebody else can help with that.
So...I'd like to have the input of more experienced players: would Oceania get too powerful with 18 provinces at its disposal(considering we also have 2 amphibious nations)?

Shard, about your nation, you can choose whichever you want: we already have other ones that will help with the testing, so play the one that you feel most comfortable with:)

llamabeast June 19th, 2009 12:31 PM

Re: Crusaders - Mod Heavy Ea game [1 land+1 sea players needed]
 
I don't really know, but I'd be quite happy to play with just Oceania in the sea. I can't imagine them being really scary like, say, R'lyeh, even if they are uncontested in the water. It's a shame really that we haven't included Burnsaber's Oceania mod.

Dragar June 19th, 2009 12:48 PM

Re: Crusaders - Mod Heavy Ea game [1 land+1 sea players needed]
 
Ok, I'll jump in as Abysia, want to try a new strat out

Burnsaber June 19th, 2009 03:43 PM

Re: Crusaders - Mod Heavy Ea game [1 land+1 sea players needed]
 
Perhaps you could mark some UW provinces as low-population with the #population command? That should be pretty simple and have the desired effect.

chrispedersen June 20th, 2009 03:47 AM

Re: Crusaders - Mod Heavy Ea game [Recruitment closed]
 
Comments: The mask for the shrine of sombre currently allows it to be found above water. It needs to be changed to be water only.

I'm ok with oceania being the only water.

If we are playing legends, map I'll switch to Arco. (So long as no one else picks up mictlan.


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