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-   -   Nations 2 - MA, CBM 1.92, no diplo, no indies - Larz/Mictlan wins! (http://forum.shrapnelgames.com/showthread.php?t=48533)

Valerius March 15th, 2012 02:49 AM

Nations 2 - MA, CBM 1.92, no diplo, no indies - Larz/Mictlan wins!
 
2 Attachment(s)
Another experimental game. The theme this time is no indies. And I mean *no* indies:

* We will play on a no indie map

* Mercenary recruitment is not allowed

* All magic sites that allow commander/unit recruitment have been removed

* Well of Misery moved to Evo. 8

So you will have to rely on your national units and whatever you can summon. Obviously this will make it more difficult to compensate for your weaknesses; but it will also make it harder for others to counter your strengths. Also, keep in mind that if you want to actually have a scout network you'll need to devote fort recruitment turns to that (so, it's kind of like an EA game in that respect ;)).

Because tarts provide so much magic diversity late game I've moved WoM to Evo. 8 (and even aside from that issue I like having it not be in Conj. and have done that in previous games). But other than that I haven't made any other changes from base CBM 1.92.

I've attached a modified version of CBM to this post. This is the only mod you'll need active when creating your pretender. There's also a debug version of the mod that has a 1 gem version of Acashic Record for each path. Feel free to start a game with every nation starting with 9 provinces and then just start casting that. Please let me know if you come across any sites that I've missed (thought I had them all but I found another one today). It goes without saying that if you find one after the game has started you shouldn't use it.


Settings

Age: MA
Players: 6
Diplomacy: None
Banned nations: all water nations
Hosting: llamaserver
Hosting interval: 24 hours up to turn 25, 48 hours up to turn 50, 72 hours from then on
Mods: modified version of CBM 1.92
Map: No indie version of Realm of Rampaging Roaches (will attach to post when map is ready)
HoF: 15
All other settings default
Exploits: Don't use them of course. Also, if you do come across a site that allows recruitment don't use it.


Roster

C'tis - Slobby
Eriu - Valerius
Mictlan - Larz
Pangaea - ghoul31
Shinuyama - Reverend Zombie
Vanheim - KeithZ

Larz March 15th, 2012 03:52 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting!
 
This sounds fun, I'll take Mictlan.

Valerius March 15th, 2012 09:40 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting!
 
Welcome!

I think it will be interesting. The big change is really the no indies aspect since everyone won't have acccess to archers and N magic.

As far as removing magic sites, sometimes it's almost like they weren't in the game anyway. I've had some recent games where nobody found any first class indie mages (enchantresses, adepts, crystal mages, etc.). But this will make sure that people really have to get the most out of their national units.

ghoul31 March 16th, 2012 06:03 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting!
 
Pangea

Valerius March 17th, 2012 05:31 AM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting!
 
Welcome, ghoul. Different than your usual style of nation - I think this is the first time I've seen you take a stealth focused nation.

Slobby March 17th, 2012 09:07 AM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting!
 
Ctis - by no indies do you mean no recruitable indies and 0 independent strength? Or just no recruitable indes?

shard March 17th, 2012 09:49 AM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting!
 
Will doing this lower the number of magic sites in total? Or will normal gem sites be increased in number to make up for it?

Valerius March 17th, 2012 12:14 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting!
 
Quote:

Originally Posted by Slobby (Post 798822)
Ctis - by no indies do you mean no recruitable indies and 0 independent strength? Or just no recruitable indes?

Welcome! It's just no recruitable indies, you'll still face opposition taking the province (this will be at the default setting of 5).


Quote:

Originally Posted by shard (Post 798827)
Will doing this lower the number of magic sites in total? Or will normal gem sites be increased in number to make up for it?

No, magic site setting will be at default level and you can expect a normal gem income. This will just remove some sites from being eligible to be placed on the map.

Valerius March 17th, 2012 12:23 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting!
 
If shard decides to play we'll be at 5 players. I figure I'll leave it open for recruitment through the weekend (these experimental games take more time to fill than default settings) and then we can choose a map based on the numbers of players we've got at that point (say 12-15 prov average).

KeithZ March 18th, 2012 10:32 AM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting!
 
The game sounds interesting.

I'd like to play and will decide a nation later, in servral hours I think.

KeithZ March 18th, 2012 11:07 AM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting!
 
Vanheim.

Valerius March 18th, 2012 12:57 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting!
 
Welcome! We've now got 5 players, enough for a game. I'll leave recruitment open another 24 hours and then we'll get things started.

Reverend Zombie March 18th, 2012 03:29 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting!
 
I'd like to join as Shinuyama, please.

Valerius March 18th, 2012 08:59 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting!
 
Welcome! Could just be a coincidence but I notice five of six nations have some N magic. Not sure if not having virtually guaranteed indie mage access to that path factored into people's nation choices. I think one of the things that makes that path less valuable is that it's typically so easy to access.

shard March 19th, 2012 02:30 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting!
 
I am very interested in the concept but I am in a couple of other games already so I won't be able to commit. Well unless I suffer unforeseen disasters in either of those games at least...

Valerius March 19th, 2012 04:23 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Recruiting!
 
That's a good call - taking on too many games turns them all into chores rather than fun. Maybe next time (assuming the concept is successful - sometimes these experimental games work, sometimes not).

Valerius March 19th, 2012 04:46 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Design pretenders
 
Here are some map possibilities. I'm also open to suggestions. 12-15 provinces/player would be good and it would be nice to have a few water provinces both to break up the terrain and provide a chance for nations with special abilities like sailing or amphibious to make use of them.

Sixlands
Balanced and well tested. An excellent map, the only drawbacks being that it doesn't look as nice as vfb's other map (Five Lands) and I've played about a million games on it.

Threelake
I really like the look of this map and the way it plays but starting in the center area of the map is a definite disadvantage.

Greenland
Blatant self-promotion. ;) I made this map a while back - like Sixlands but not as balanced. Not really sure how it would play.

Post Diluvium
One of the players made this for the Myth game and I think it plays really well. I'd just remove most of the water provinces for this game (it's actually a bad situation for a water nation anyway).

Realm of Rampaging Roaches
Elmokki has a lot of good maps but they tend to have a little more water than we're looking for. This map might work, though.

Larz March 20th, 2012 01:27 AM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Design pretenders
 
Of these choice I would probably prefer Roaches, but don't have a strong opinion.

Valerius March 20th, 2012 02:20 AM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Design pretenders
 
Ok, the game is setup on the server. I just have a placeholder map selected for now so the game doesn't start before we choose a map.

Unfortunately, I wasn't paying attention when I uploaded the mod and accidentally uploaded it as a nation mod. :doh: I'm going to ask llama to delete that version but I went ahead and uploaded it under a different name in order to get the game setup.

* So please download the revised mod from the first post. *

Slobby March 21st, 2012 06:49 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Design pretenders
 
2nd roaches

Valerius March 21st, 2012 08:44 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Design pretenders
 
Ok, I'll add my vote to your two votes so that's three votes in favor of Roaches and three abstentions so that's the map we'll go with.

I'll have a no indie version of the map ready by tomorrow. Feel free to already upload your pretenders and then I'll start the game once the map is done.

Also, at the risk of stating the obvious I just want to remind everyone to keep in mind what paths they'll need to access summons. I'm sometimes willing to roll the dice and gamble on indies supplementing what my national mages and pretender bring to the table but that won't be an option here.

Valerius March 23rd, 2012 03:12 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders
 
I've uploaded the no indies version of the map to the server and set the game to autostart once all pretenders are in.

Please download the map from the first post. And of course send in your pretenders so we can get things started. :)

Larz March 23rd, 2012 03:23 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders
 
Just want to reiterate the rules so there is no confusion.

- No diplomacy
- No recruiting Indies (including Mercenaries and any sites that may have slipped through your mod).

Also, are we going to have any victory conditions? Last one standing/consensus? Number of caps held?

I think I have my pretender ready, will be sending in soon.

Valerius March 23rd, 2012 03:35 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders
 
Quote:

Originally Posted by Larz (Post 799424)
- No diplomacy
- No recruiting Indies (including Mercenaries and any sites that may have slipped through your mod).

Yes, that's right. Thanks for the reminder as I wanted to especially repeat the part about no mercenaries since many people are so used to using them they may recruit them without thinking. Once again: no mercs! :)


Quote:

Originally Posted by Larz (Post 799424)
Also, are we going to have any victory conditions? Last one standing/consensus? Number of caps held?

I was planning on going with the last man standing/consensus approach. I haven't been too fond of the caps as VPs system we used in Myth. Seems like it just resulted in people taking turns getting dogpiled as they got too many caps. Also, if someone thinks they can pull off a long term strategy with relatively few provinces I'd like that option available rather than forcing them into war to stop someone else from getting caps.

ghoul31 March 25th, 2012 09:01 AM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders
 
which mod are we using? nations_2v2, nations 2v2 debug, or both?

Slobby March 25th, 2012 10:48 AM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders
 
Quote:

Originally Posted by ghoul31 (Post 799585)
which mod are we using? nations_2v2, nations 2v2 debug, or both?

nations 2v2

Valerius March 25th, 2012 02:56 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders
 
Good grief, it looks like I need to remind myself of the no mercs rule. I usually forget to even check the available mercs so of course this game I not only remember to check but recruit one. :doh: Luckily, I realized what I'd done a minute later and cancelled my bid.

Anyway, I hope everyone enjoys the game!

Larz April 5th, 2012 09:25 AM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders
 
I'm going to need a 48 hour extension on the next turn. I got the current turn in, but not sure I can take another until Sunday morning (GMT). Thanks.

Valerius April 5th, 2012 08:29 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running
 
Sure, no problem. 48 hours have been added.

Valerius April 6th, 2012 02:08 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running
 
Actually, I postponed things a turn too early. The current turn has now been postponed until Sunday.

KeithZ April 9th, 2012 08:55 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running
 
1 Attachment(s)
Something wrong happened and I can't open the latest turn.

Maybe I need the Worthy hero Mod?

Valerius April 9th, 2012 09:16 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running
 
Worthy Heroes is included in CBM and that appears to be a missing sprite error. If you look in your mods folder do you see a Worthy_Heroes folder, and inside there the Loki_1.tga graphic?

Larz April 10th, 2012 07:23 AM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running
 
Quote:

Originally Posted by KeithZ (Post 801134)
Something wrong happened and I can't open the latest turn.

Maybe I need the Worthy hero Mod?

You need to install CBM 1.92. It contains all of the sprites you need. These were not included in the custom mod attached to this thread.

KeithZ April 10th, 2012 09:24 AM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running
 
Problem solved.

I created an folder named "worthy_heroes", and moved the Loki.tga file into it. It works.:) It's strange that I have the file in my CBM folder but there is just no "worthy_heroes" folder.

Valerius April 12th, 2012 01:07 AM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running
 
As per the game description, hosting interval has been changed to 48 hours.

Valerius April 23rd, 2012 02:55 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running
 
Reverend Zombie will be on vacation from 4/26 to 5/1 and has asked that the game be put on hold during that period. It's a short enough time that I don't think it worth looking for a temp sub.

Larz May 26th, 2012 08:54 AM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running
 
I am going to need an extension on the next turn. I will be out of town and not able to take another turn until 5/29. Thanks.

Valerius May 26th, 2012 05:03 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running
 
No problem, hosting postponed a couple of days.

Valerius June 1st, 2012 04:32 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running
 
I just realized I forgot to change the hosting interval when we reached turn 50. We are now on 72 hour hosting.

Valerius June 4th, 2012 04:09 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running
 
Question for all nations who are not Mictlan: do you think we have any chance? ;) I'm quite willing to keep fighting if there's a chance of victory but I suspect that's not the case. Shall we declare Mictlan the winner?

KeithZ June 4th, 2012 10:14 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running
 
I agree to declare Mictlan the winner.

Reverend Zombie June 4th, 2012 11:41 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running
 
And here I thought Eriu and Shinuyama were just getting on a roll...

Valerius June 5th, 2012 12:32 AM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running
 
RZ, are you joking? If you're serious then by all means let's play on. I'm quite willing to fight against the odds but I don't want to waste everyone's time if the outcome isn't in doubt.

Reverend Zombie June 5th, 2012 10:37 AM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running
 
I'd like to see one more turn before I throw in the towel.

Valerius June 5th, 2012 10:57 AM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running
 
Absolutely! Let's play at least one more turn and see how things go.

Valerius June 11th, 2012 07:34 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running
 
Sorry for the stale. I postponed hosting and the server log shows that request but the game still ended up hosting.

KeithZ June 12th, 2012 11:00 AM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running
 
I think it's about time to end this game and claim mictlan the winner.
Really no reason to continue...

Reverend Zombie June 12th, 2012 11:26 AM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running
 
Very well; I concede too!

Reverend Zombie June 12th, 2012 03:00 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running
 
So:

All hail to Lars! Congratulations to you, sir.

I :bow: before the might of your Zmeys!

Valerius June 12th, 2012 03:58 PM

Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Larz/Mictlan wins!
 
Indeed, all hail Mictlan! My stale last turn was unfortunate but I don't think it made any difference. I don't know if everyone noticed but the earth blood deep well I used all my E gems to put up a few turns ago was casually dispelled just a turn later. :p

It looked to me like Mictlan was the front runner from fairly early on. It seemed like his war with Van was hard fought, with Van recovering from Mictlan's surprise attack before Mictlan finally won out.

When I opened my first turn I cursed myself for not doing fixed starts since I was on a peninsula with only two neighboring provinces. On top of that I lost my starting army in its first fight and Van soon appeared to my east and Pan to my west. It appeared Shin was off to a slow start as well so I was able to expand a bit to the south but I still finished expansion with only 6 provinces - not an auspicious start.

Soon after, Pan launched an attack with his E9 sacreds backed by an army of maenads. My cap walls were immediately breached and I just managed to fend him off. Then I had my one piece of luck this game when C'tis launched what seemed to be a suicide run, attacking Pan, Shin and even Van and myself. This provided a distraction to Pan and I was able to field a couple of thugs and some thunderstrikers and eventually besiege his cap and two other forts. I don't think I would have ever taken his cap if he hadn't tried to break my siege and lost most of his Pans when his forces were routed. Even with that, it took forever to make progress, what with hundreds of maenads already inside. Then I had to redirect those forces to his other two forts, which had their own maenad garrisons.

Mictlan was obviously running away with the game so once I finally finished off Pan I was going to prepare for a couple of turns and then launch an attack on Mictlan, hoping Shin would join in. I was dismayed when Shin attacked me before I could do this and tried to send a signal that I didn't want to fight by only defending and not launching any counterattacks. I don't know if this would have worked but it become a moot point when Mictlan launched a broad attack on Shin. I immediately attacked Mictlan since of course if Shin fell the game was over. But of course it turned out to be too late.

Btw, I have to say I wasn't too fond of my "absolutely no indies" settings this game. Maybe I'd feel differently if I had gotten off to a better start but I don't think so.

Thanks everyone for playing!


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