I'd like to vote for indy strength 8, maybe 7. Having indies at 9 is nice cause it will slow down first contact a little. But it will also give a disproportionately large bonus to whoever wins the first mercenaries.
I vote yes on option #2 and favor the suggested max level of 4. I think that would make for a really interesting game.
As for #4 I'm betting that most of us can agree on Zen's Pretender and Scale mods.
Quote:
Saber Cherry said:
Indy Strength 9
...
1) Human pretenders only?
2) Magic research limit? (e.g., disable spells above level X)
3) Specific spells to eliminate / nerf?
4) Other mods to use? (e.g. Zen's mods)
5) Use of a mod (for example, the one I'm working on) that weakens high level magic?
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