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Old April 30th, 2007, 05:01 PM
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Default Re: 60 Player MegaGame Discussion Thread

Quote:
DrPraetorious said:
Peronally, I like my bidding system; but with a game like this, we'd need alternates - are the alternates stuck with the bids of whomever they replace? I suppose they'd have to be. Also, just managing the bids for 60 players would be quite a headache.
Yea I have my own bidding system I worked on awhile back that I considered... but really I want the setup to be rather simple. I think this game is too big to be trying out bidding on for the first time.

Quote:
DrPraetorious said:
Very hard research is a real problem for certain positions which are heavily magic dependent - Pythium, Marignon, for example. I think a system of bids would help to alleviate this problem, as well as making all 60 nations viable.
Maybe just difficult then? Any more opinions on this?

Quote:
DrPraetorious said:
The other two options would require diving into the executable, I believe. For one thing, the window isn't big enough to display more than 5 globals, so you'd have to add a scrollbar to the GUI, which I don't think you can do, at least at present - so even if I code-dive I don't think I can change that.

Ahhh well thats a shame - but not that huge of a deal.

Quote:
DrPraetorious said:
Finally, if you're going to ban Arcane Nexus - I can add a line to disable it in the many-nations mod. Likewise, if we wanted any other mods - I suggest my blessing hotfix, which many nations (LA Ulm for example) rather need to use some of their sacred units. All it does is allow regular bless to affect undead, and it definitely works I've tested it pretty thoroughly.

I'm not opposed to mods that fix verified known bugs - provided thats all they do. There probably are a number of them.
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