Re: Rebalance Mod game starting, everyone welcome!
I thought this game was meant to A)let us all have fun and B) let us test the recruitable units mod, if it alters the DOM2 gameplay in a way that those recruitable units are worth at least something in a otherwise normal game.
I don't see much problem with the fun, but if we go and artificitally limit gameplay (mostly) to recruitable units, and ban combat pretenders and SC and high-level spell(casters), we will actually only test the mod for scripting errors, not for playbility changes: Everything the mod should achieve would be imposed on the player anyway.
Very difficult research is fine for me, I play with that setting most times anyway.
Nerfing the gem-producing items is ok, too, but shouldn't be overdone. They should pay after about 20-25 turns IMHO.
Nerfing of some (namely arty) spells is ok for me too, but again - making them absolutly useless will not help to make the test more "convincing". They should be altered as if nothing else is changed, as if to balance out the standard game.
That said, let me propose the game settings:
12-15 prov/player
indies 9
research very difficult
HoF 15
Graphs on - it's a test game, after all
renaming allowed
My nation of choice:
Tien Chi
EDIT: .. forgot about sites <= 45 ...
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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