View Single Post
  #23  
Old March 16th, 2005, 08:34 PM
Tuidjy's Avatar

Tuidjy Tuidjy is offline
Major
 
Join Date: Apr 2004
Location: La La Land (California, USA)
Posts: 1,244
Thanks: 0
Thanked 30 Times in 11 Posts
Tuidjy is on a distinguished road
Default Re: Rebalance Mod game starting, everyone welcome!

I usually do not see eye to eye with Patrick, but I will agree to one thing:
I would like to have rules that do not need enforcing during the game. Every
single time I have played games with such rules, people have been violating
them, deliberately or not. I would like something nice and simple.

The reason I would like to cap spells is that we want to use troops. I am sorry
to say, I usually do not build any melee troops past turn 10. Lately, my
girlfriend stopped buying troops - any troops, anytime. If you allow spells
like relief, drain life, wrathful skies, flame storm, false horror, troops
become useless. As for hard research, it does delay the time when troops become
useless, but not by that much. I assure you, on very hard research, I play
Pythium almost exactly as I play it on normal - I just start my expansion a few
turns later.

A few things:

If we will have blood nations and no caps on spell levels, magical resources
better be the standard multiplayer value of 50.

If we have a spell level cap, nation spells that are clearly above the cap, like
for example 'Blood Heritage', 'Wind guide', 'Fiend of darkness" should be modded
out.
__________________
No good deed goes unpunished...
Reply With Quote