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Nations - MA, CBM 1.6, max lvl 6, NI, Assimilation - Olm/Man and Louist/Ulm win!
4 Attachment(s)
Summary
This is the third in a series of games (the last was Battleground if you're interested in checking out the rules for that one) where the central theme is that of limiting magic to level 6 and thereby removing the traditional endgame of army destroying magic and SCs (well aside from SC pretenders and possibly Jotunheim). This time around I'm combining the limited magic theme with no indies (and I *really* mean no indies - see below) and Azurain's very fun Assimilation mod that let's you recruit some units from conquered capitols (somewhat altered for this game). If you think you might be interested, download the attached mod and give it a try (note that there will almost certainly be some fixes before the game starts). If you notice any bugs please let me know. Settings Era: MA Banned nations: All water nations, Ashdod Number of players: 5 Map: FirstWorld (get map here and see attachments below for fixed start version of map for this game) Mods: modified version of CBM 1.6 (see changes below) Hosting: 24 hours until turn 20, 48 hours until turn 40, 72 hours thereafter HoF: 15 Other settings default Player roster Arcoscephale - ghoul31 Eriu - Samhain Man - Olm Pangaea - Valerius Ulm - Louist Details Limited magic - No magic above level 6. All globals also removed. After some discussion in previous games Mists of Deception was also banned as being problematic - though I don't quite remember if this was because it was too powerful or because of the (now fixed) bug that let it continue after the caster left the battlefield. No indies - We will be playing on a no indies map. Furthermore, all magic sites that allow commander/troop recruitment have been removed. So if you want to diversify from your national units you'll either need to summon units or conquer another nation's cap (see below). Recruitment of mercenaries is allowed and given the lack of other options might make for some fierce bidding wars for the best units. If you come across a site that allows recruitment of units before the game begins please let me know so I can fix it. If it is after the game has begun of course just ignore it and don't recruit those units. Assimilation mod - I have included Azurain's Assimilation mod in the game mod attached to this post. This mod allows a conqueror to recruit select units from an opponent's capitol. I have made some changes to the units available (see list below) in the aim of balancing them for this game. Two things I considered in making the changes were avoiding making weaker nations especially too tempting a target (you'll notice that if you rush Ulm you won't be getting a forge bonus ;)) and providing too big a boost to the conquering nation (this is why I removed the cloud trapeze capable thugs from the glamour nations' lists). Btw, comments are welcome of you think there are some major imbalances here. Blood magic - The previous game in this series nerfed blood magic very heavily. There were only two blood nations in that game and playing Vanheim I was the only one who really got to develop a blood economy. IMO, the nerfs were too much so I've reduced the costs of blood summons, though they are still higher than base CBM 1.6. It is important to note that soul contracts, lifelong protections, and jade knives are all banned. Also, some blood magic spells below level 6 have been eliminated. If you are playing a blood nation take a careful look at what is available and what it costs. Banned nations - In Battleground Ermor and Pan were banned due to freespawn issues in a game that didn't have battlefield clearing magic and Jotun because of recruitable SCs in a game without SC summons. I wasn't too happy leaving them out so I've made some changes in order to include them this time around. Ermor is no longer a reanimating nation. In order to give them some compensation for this I gave them a level 0 version of Pale Riders that costs only 3 D gems instead of 10. Pans no longer summon Maenads and the carrion commander summons have been removed. As compensation Pan has a level 1 spell that summons 10 Maenads for 1 N gem and a cheaper version of Construct Manikins that only costs 5 N gems. I'm most worried about Jotun. I nerfed Skrattis from 2W2B 100% WBND to 1W1B 100% WBND. Also, their werewolf formed was reduced to 40 HP. They may still be too much for these settings but we'll see what happens. List of units that can be recruited from an opponent's capitol (units numbers and unit descriptions) Arcoscephale 50 16 200 (slinger, hypaspist, chariot) 311 (mystic) Ermor 50 664 665 668 (slinger, hastatus, principe, standard) 669 (thaumaturg) Pythium 50 687 1840 (slinger, principe, hydra hatchling) 42 (theurg) Man 59, 57 (longbowman, knight) 658, 152 (bard, mother of avalon) Ulm 417 71 78 69 (crossbowman, black plate inf [x2], black knight) 748 (siege engineer) Marignon 218, 133, 134, 217 (crossbowman, man at arms, royal guard, flags) 224 (witch hunter) Mictlan 1883 725 (moon warrior, sun warrior) 1189 1192 (mictlan and moon priest) T'ien Ch'i 797 800 802 789 (archer, footman, crossbowman, heavy horseman) 1891 (alchemist of the 5 elements) Machaka 879 880 885 886 (archer, warrior, spider warrior, spider knight) 893 (sorcerer) Agartha 1355 1676 1472 (infantry, crossbowman, pale one) 1471 1474 (pale one captain, golem crafter) Abysia 372 983 (humanbred [x2]) 85 923 (anathemant salamander, warlock apprentice) Caelum 131 127 420 419 (warrior, archers, infantry, mammoths) 202 (caelian seraph) C'tis 165 504 172 (infantry, falchioneer, elite warrior) 170 502 (lizard shaman, empoisoner) Pangaea 228 234 27 707 (satyr, minotaur, centaurs [x2]) 237 (dryad) Vanheim 146 400 (einheres, skinshifters) 263 323 (vanherse, dwarf) Jotunheim 282 300 278 (wolf riders, hurlers, jotun spearman) 913 274 (vaetti, jotun jarl) Bandar Log 1121 1125 1130 1147 (atavi archers, infantry, bandar longbow, elephants) 1143 (guru) Shinuyama 1311 1312 1392 1395 (bandit infantry/archers, bakemono warriors/archers) 1429 (uba) Eriu 1785 1786 849 (fir bolg slingers, fir bolg infantry, daoine sidhe) 850 1774 (sidhe champion, bean sidhe) |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, no indies, Assimilation mod - Recruiting!
Eriu please.
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, no indies, Assimilation mod - Recruiting!
Sorry, I had already chosen Eriu. Is there another nation you might like?
I'll also move the player roster from the middle of that wall of text to a more visible spot. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, no indies, Assimilation mod - Recruiting!
Oh, I guess reading helps. :)
I'm not sure if I'm in the mood for a different nation right now though. I've wanted to play Eriu or TNN in an MP game for quite some time. I'll think it over. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, no indies, Assimilation mod - Recruiting!
Actually, I've thought it over and I've played a *lot* of TNN/Eriu (it's actually kind of a surprise if I don't play them ;)). I'm playing Pan in another game and having a lot of fun with them so I'll switch to Pan.
Can I mark you down as Eriu? |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, no indies, Assimilation mod - Recruiting!
That's very generous of you. Thank you. Yes, please put me down as Eriu.
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, no indies, Assimilation mod - Recruiting!
No problem! Welcome aboard.
Btw, since I'll be playing one of the nations that I made changes to in order to make them "playable" for this game I'll mention that if anyone has concerns about the cost/number of effects of the maenad/manikin spells please let me know as I'm open to changing them. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, no indies, Assimilation mod - Recruiting!
I'm willing to give Ulm a shot.
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, no indies, Assimilation mod - Recruiting!
Welcome!
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, no indies, Assimilation mod - Recruiting!
What the hell, I'll play Shinu.
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, no indies, Assimilation mod - Recruiting!
Had the mod crash when trying to load the tga file for new_ichtyid_warrior. It's completely possible I've made a mistake installing it, but I haven't yet had a similar problem with stock CBM.
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, no indies, Assimilation mod - Recruiting!
Welcome, yugi24862.
Louist, do you have any other mods active? You only want this one active. At one point I accidentally activated another version of CBM at the same time and that caused the game to crash. But it wasn't the same error you got. That seems like a missing graphic. Btw, you just need to save the mod for this game into your mods folder - it uses the same graphics folder as CBM so no other files are needed. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, no indies, Assimilation mod - Recruiting!
Hmm... I may well have had something else enabled without noticing.
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, no indies, Assimilation mod - Recruiting!
Ok, if you still have problems even with no other mods active please let me know and I'll try to replicate it.
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, no indies, Assimilation mod - Recruiting!
arco
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, no indies, Assimilation mod - Recruiting!
Welcome, ghoul31. That gives us 5 players. I'll keep recruitment open a bit longer to see if we can get a sixth.
Btw, there will be a fixed version of the mod. In a test game I noticed a couple of sites that allow recruitment of villians. That's easy enough to avoid by just not recruiting them but I also realized I forgot to remove Bloodletting from the spell list. I used this last game but stopped using it as I felt it's too much for these game settings. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, no indies, Assimilation mod - Recruiting!
I'd try Man.
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, no indies, Assimilation mod - Recruiting!
Great, that makes six players. Welcome, Olm.
I can't make the final changes to the mod now but you can already design and create your pretenders as the final version won't affect that. Any map suggestions? Sixlands is excellent but it feels like I've played all my recent games on it so I'd like to find something different. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
Here are some map possibilities. First a couple from two of Dominions' main map makers:
Elmokki's Realm of Rampaging Roaches PashaDawg's Threelake (note that we would play a version without the special defenders) And a couple from players in this game: Louist's FirstWorld My Greenland In some cases we may need to reduce the number of water provinces or assign starts and of course make the map no indie, but that's not a problem. And, if we can't come to an agreement we can always play Sixlands. :) |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
I'd like First World or RRR.
Greenland is too balanced for my taste and threelake just doesn't convince me on first look. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
I'm not very fond of symmetrical maps myself. My top pick from the above list would be First World.
To make the water less of an issue, I find dead seas to be pretty effective. I would think combining provinces would make ships much more powerful. Though, that could be interesting too. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
I see the points regarding symmetrical maps. They have their virtues but asymmetrical maps are usually more visually appealing. Since I've been playing so much on perfectly symmetrical map, I'd also like to try something different.
FirstWorld looks good to me. And making the seas dead sounds like a good solution for dealing with the water provinces. The only thing I'll mention is that starting in the middle of the map and also having a lot of low pop wasteland provinces will be very tough for the nation that starts there. Maybe we could reduce the wasteland in that area and add one or two more bottlenecks so it's more defensible? Disconnecting 38 from 25 and 29 is the main one that comes to mind. And/or disconnect 54 from 53? Louist, if we go with your map would you like to make the changes? If you don't want to I'll do so but of course it's your call. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
There seem still to be some issues with the mods. I played Ulm against AI, and my archers had only daggers, no bows.
So especially Louist as Ulm should look into that! |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
I've just uploaded a revised version of the mod.
It looks like the problem with EA Ulm was due to the unit's weapons being listed by name rather than weapon number. It was specific to EA Ulm and wouldn't have affected us but I went ahead and changed it anyway. But a good catch; if anyone else notices problems with their nation please let me know. Here is a list of other changes: * Found some more sites that allowed mage recruitment and removed them. * Removed Bloodletting. * Reduced number of effects of Call Maenad spell from 15 to 10 and made it level 1 instead of 0. * Increased cost of Pangaea's Construct Manikin spell from 3 gems to 5. If anyone has concerns about the Pan spells please let me know. I originally added these with the idea of compensating them for the loss of those aspects of the nation and with the idea that someone else would be playing them. But it feels a bit strange to be adding and pricing spells that impact the nation I'm now playing. I'm quite willing to remove them or nerf them if anyone has issues with the spells. Btw, the revised version of the mod has "v2" at the end of the name when you look at the list of available mods in-game. You can also tell you have the new version if Bloodletting is no longer on the list of spells. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
Obviously I like First World, and have enjoyed my test games using it.
That said, the more I play it the more I find dubious borders and provinces that are scaled a tad small. As it was my first map attempt, I didn't realize the importance of saving a master copy of the map, with separate layers :( My only real option, then, would be to stretch them image and hope the quality doesn't drop too far, and edit the .map file to ensure the in-game borders more closely resemble those that I've drawn. (I've been putting my spare time into working on new, hopefully more polished maps, which has kept me from trying this out.) Still, it's a perfectly serviceable map, with problems that are really just cosmetic. A question, Valerius: Is construction 8 empty of items? I understand you left some high level unique non-craftable items in for random events, but is there anything else? Also, have you tweaked astral sites at all? Or am I just having poor luck? In a play through with an astral pretender I ended up finding only 2 non-capital sites after probing the my two-thirds of the map. These accounted for 2 pearls as opposed to the 60 or 70 gems I was pulling in (without having searched for any death, and only minor looks into water and fire). |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
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Oops, EA Ulm? That might explain things better :) |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
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I can make the changes to neighbors, if we don't mind the existing borders as they're drawn, or me fudging them somewhat by replacing the dotted lines with solid ones. As for the wasteland, I can set them all to no-spawn, so no one is forced to start there. It will make for a tighter fit along the sides, though. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
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Btw, if you want to run some more tests a quick way to do it is temporarily add the following lines to the bottom of the mod: #selectspell "Acashic Record" #researchlevel 0 #path 0 6 #pathlevel 0 1 #fatiguecost 100 #end This will set Acashic Record as a level 0 spell costing 1 N gem to cast. Then start a game with several human played nations (no need for AI), each starting with 9 provinces, and start site searching them. Be sure to either remove these lines or just copy over your "test mod" with another copy of the "real mod" before the game begins. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
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But if we go with your idea about everyone starting on the sides then we probably wouldn't even want to change the borders. Hmm, tough call. This gets me wondering if we should set fixed start locations? The top locations on the east and west of the map would have less access to the empty middle of the map but they'd also have the most defensible positions, which seems like a fair trade. In any case, I'm flexible. I'm not really concerned about everything being balanced; I was mainly worried that the person who started in the middle wouldn't have fun because they'd be surrounded and struggling to get enough gold to do anything so I just wanted to do something to help that position out. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
Btw, I only removed magic sites allow recruitment (in order to emphasize the "no indies" aspect and increase the value of conquering an opponent's cap) - I didn't remove any other sites. In one of my test games the Ultimate Gateway popped up and I imagine if you get that or one of the forge bonus sites it will be just as much of a game changer here as it would be in a normal game. Definitely something to keep in mind with your site searching strategy.
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
I think you have a good point about the center area, Valerius. Fixed start locations sound good to me. But, like you, I'm flexible.
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
Ok, since it didn't appear anyone had downloaded version 2 of the mod yet I took the opportunity to make a version 3. :p The only change is moving Pan's carrion summon from level 3 to 5 (seems reasonable that the better version require a higher research level).
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
1 Attachment(s)
Here are some possible start locations. I think it leaves at least 4 provinces between caps. Of course I would take it with a grain of salt since I botched the start locations in Battleground and LDiCesare ended up fixing them. :p
But I think the idea of leaving the middle area open and starting everyone on the sides is good, either with fixed starts or just setting the middle provinces as no starts. And if we do this there will be no need to change province borders in the middle provinces. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
It was just poor luck on my part, then. Not that's I'm too phased by it. That particular build just didn't do it for me.
Ok, Fixed starting locations with no spawns in the center, It's really just a few minutes work. I think that may end up being a more interesting match. There would be somewhat less breathing room, but its totally manageable for 6 people. You start locations look fine to me. Not too unbalanced, not identical. Oh- Dead Seas is a concept I'll need explained to me. I could just remove their province markers and let them serve as background, but that really does cut this map in two, and seems to cut down on a lot of possibilities. And one last thing before I return to my day's duties: Is removing Indy recruitment something that's done on the map's end or the mod's? I certainly don't mind making the changes, I just need to be pointed in the right direction. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
I agree that it will be interesting to keep the water provinces rather than just make them background.
Setting no indies and dead sea provinces is done in the map file. Each of the land provinces would need the following command: #setland [provincenumber] #poptype 99 Poptype 99 is higher than the existing poptypes so it will have no recruitable units. Each of the water provinces would need the following command: #setland [provincenumber] #poptype 99 #population 0 #killfeatures Also uses poptype 99 to remove recruitable units but adds population 0 (no gold income) and #killfeatures (removes magic sites). |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
Expansion will be interesting with all of us on the sides of the map. We'll have elongated empires as people go towards the middle of the map. And of course possibly early wars if someone cuts off another's access to the middle. ;)
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
Province 96 is painted as forest, but is farmland. I guess it should be forest.
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
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Here are the changes I made: * All land provinces set to no indies status. * All water provinces set to no indies status and also no gold or magic sites. * I removed the nostart status from province 89 - note that this will be the only start location with fewer than four neighbors (will have 3). I think it will be ok, especially since one of the neighbors is a mountain province. * As per Olm's observation I set province 96 to forest to match the map image. * I noticed water province 70 didn't have any connections so I added them. * Also, water province 73 connected to land provinces 66 and 76. This didn't match the map image so I removed those connections. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
The game is now setup on the llamaserver and ready to accept pretenders. Please be sure to download the updated mod and map file from the first post.
Note that I have SixLands as a placeholder map. It will be replaced before we start the game but I figured I'd hold off uploading the revised map for now in case anyone notices errors. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
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Yugi, I tried PMing you but you don't have messages on (unfortunately they are off by default when you create an account). You'll want to activate them so you can receive diplomatic correspondence. And of course, when you have a chance please upload your pretender and we'll get this game going. :) |
Re: Nations - Yugi24862: Send Your Pretender!
Sorry for the delay in starting. I'm bumping this thread so yugi hopefully sees my new, attention getting, subject line. ;)
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Re: Nations - Yugi24862: Send Your Pretender!!!!!!!
This delay worked out well for me. If the game started with my first couple of pretender designs, I would have been in a lot of trouble.
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Re: Nations - Yugi24862: Send Your Pretender!!!!!!!
All in all we won't be losing too much time--seems llamaserver is still having some issues. It was down completely for some time, and it's currently hanging on a game. My other two games have all their turns submitted, and just waiting for llama to give the server whatever kick it needs to start hosting turns again.
As for my pretender, I'm trying something I've never really tried before. Without going into details... it will be interesting to see what happens. I'm not totally confident I really grasp all the mechanics behind the concept. |
Re: Nations - Yugi24862: Send Your Pretender!!!!!!!
Actually, I have now reached the a sort of free-form unconventional stage of design myself. The lack of access to indie mages is something I've had a tough time fully appreciating. It should be interesting anyway.
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Re: Nations - Yugi24862: Send Your Pretender!!!!!!!
The lack of indie mages is difficult. While no indie games are not uncommon I don't recall seeing any that also removed magic sites that allowed unit recruitment. The idea was to really emphasize national units and encourage getting opponents' caps to diversify your magic and troops.
Based on the previous games it's tough to say if a certain type of build is best. Nations have done well with SCs, good scales and bless (though perhaps to a lesser degree on the latter). Without any indies you also have to consider how you'll get access to paths like nature that you'd commonly get from indies (assuming of course your national mages don't have that path) so filling in the gaps in your nation's magic paths is obviously important as well. Some paths are also just difficult to break into with summons. There actually aren't any summons with air magic. Astral depends on getting the right randoms on either hidden in sand or spectres. This is definitely an experimental game and I can't make any promises as to balance. Hopefully it will be fun, though. :) |
Re: Nations - Yugi24862: Send Your Pretender!!!!!!!
I haven't heard from yugi and as far as I can tell he only had one other game and went AI this turn. That may have been because the position was hopeless but if that was his only other game and he's forgotten about this one I don't know when he'll be back on the forums.
I'm going to open up recruitment again. Thanks for your patience. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Recruiting!
Sorry for not posting, I havent been checking shrapnel too much. I went AI my other after being rushed by Himmon as Marveni, but I cant play anyways as i just found out I wont have dom3 acess for a week in about a week.
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Recruiting!
How about if I leave recruitment open for another day and if there's no interest we just start with five players? If we go this route we'd have to at least change the start locations but it will also mean a very high average number of provinces per player.
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Recruiting!
A sixth player would be appreciated, but otherwise five nations is fine with me. Though an 18 provinces per player ratio is more than I'm used to, it sort of lends itself to the game format...or at least my concept for it.
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