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June 18th, 2004, 12:13 AM
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General
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Join Date: Nov 2000
Posts: 3,013
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MP Game - Modded nations only
I'd like to start a new game that will actually use some of the modded nations that people have developed out there. The basic settings will be my standard ones.
Independents 6
Magic sites 50%
15 heroes
Renaming on
Karan map.
The other rule is that your nation must not be one of those included with the game. The mod must first be cleared with me, but most of those that are available should be okay. I myself will be playing the Broken Empire of Ermor with my Thaumaturg mod. The other modification that will be used to start is that the Moloch will have its auto-spawning imps removed.
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June 18th, 2004, 12:19 AM
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Second Lieutenant
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Join Date: Feb 2004
Location: Titusville, FL
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Re: MP Game - Modded nations only
You can remove the Moloch's Imp problem in a mod? How do you do that (for his sake and for the others as well)? Can you add auto-generation (per turn, not per battle) to a Pretender as well?
And if anyone wants to use my Blood Arco mod, Graeme, will you allow it?
__________________
Scott Hebert
Gaming Aficionado
Modding Beginner
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June 18th, 2004, 12:34 AM
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General
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Join Date: Nov 2000
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Re: MP Game - Modded nations only
Quote:
Originally posted by Scott Hebert:
You can remove the Moloch's Imp problem in a mod? How do you do that (for his sake and for the others as well)? Can you add auto-generation (per turn, not per battle) to a Pretender as well?
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You remove the imps by using the #clear command and then rebuilding the stats of the Moloch. I don't think there is any way to add auto-generation per turn or with a "summon allies" command currently.
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And if anyone wants to use my Blood Arco mod, Graeme, will you allow it?
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I'd have to have the mod itself, but if it just changes the 2 astral on the mystics to 2 blood then it's definetly a worthwhile candidate.
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June 18th, 2004, 01:10 AM
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Second Lieutenant
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Join Date: Feb 2004
Location: Titusville, FL
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Re: MP Game - Modded nations only
Quote:
You remove the imps by using the #clear command and then rebuilding the stats of the Moloch. I don't think there is any way to add auto-generation per turn or with a "summon allies" command currently.
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Ah, neat. So you can solve all of the 'Pretender problems' with mods. Interesting. But don't you find the Moloch to be a little _too_ powerful without the Imp drawback?
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I'd have to have the mod itself, but if it just changes the 2 astral on the mystics to 2 blood then it's definetly a worthwhile candidate.
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It does the following:
1. Switch out Astral on Mystic for Blood.
2. Switch out Nature on Priestess for Blood.
3. Lower 3 Random on Mystic to 2 Random, fix Random picks in one field.
It should be able to be used with either theme. I could also switch out Orokestes's Astral with Blood, if you want.
__________________
Scott Hebert
Gaming Aficionado
Modding Beginner
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June 18th, 2004, 01:20 AM
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Major General
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Join Date: Jan 2004
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Re: MP Game - Modded nations only
Quote:
Originally posted by Scott Hebert:
But don't you find the Moloch to be a little _too_ powerful without the Imp drawback?
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The Moloch is SUPPOSED to be that powerful, given his chassis cost. The Imps are supposed to be a BENEFIT, but due to the vagaries of the system, have instead become a drawback. Somewhere, Illwinter is laughing.
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June 18th, 2004, 01:50 AM
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General
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Join Date: Nov 2000
Posts: 3,013
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Re: MP Game - Modded nations only
Quote:
Originally posted by Scott Hebert:
But don't you find the Moloch to be a little _too_ powerful without the Imp drawback?
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He's more expensive than the prince of death, and has better stats, but also has a base encumbrance of 1.
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3. Lower 3 Random on Mystic to 2 Random, fix Random picks in one field.
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I'm not sure about this one, since only kings of the deep normally get that benefit.
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It should be able to be used with either theme. I could also switch out Orokestes's Astral with Blood, if you want.
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That would be good.
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