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  #1  
Old November 4th, 2004, 04:13 PM
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Default Faerun Test Mod - 17 player modded game STARTED

Details:

www.soapyfrog.net/dom2/faeruntest.htm

This game started recruiting on the QT3 forums, and needs more players.

The intent of this mod is to enhance armies, both magical and mundane and to reduce the role of the super combatant. This mod also attempts to address some of the spells that considered by many to be highly efficient. It also reduces the effectiveness of some of the hoarding strategies which are commonly employed.

Hopefully we covered all of the bases. I *think* we got all of them, but then everyone always thinks that they nailed it. I hope we did.

We're playing on Faerun and we would like to get a full 17 players.

Game Settings:

Indep Strength: 9
Research: very hard
Magic Site Freq: 50
Hall of Fame: 15
Graphs: off
Renaming: allowed
Victory: Standard

Current Player List:

Vanheim - Soapyfrog
Ctis - Huzurdaddi
Jotunheim - balut
Ulm - Rollory
Marignon - TurinTuramba
Abysia - Carnifex
Pythium - Ron_Debry
Pangaea - Guildboss
Man - Mercutio
Ryleh - snowcrash22
Matchaka - Graeme Dice
Acrosephele - dfs
Caelum - Dave Perkins
Ermor - Crash
Mictlan - Saeter
Tien Chi - Balmoth
Atlantis - The Panther

Full up again!
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  #2  
Old November 4th, 2004, 07:19 PM
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Default Re: Faerun Test Mod - 17 player modded game recruiting


When it says "Battlefield spells were all increased in path requirements -- it should be very difficult to cast them now. Specially made pretenders can still cast them but even with enhancers it will be difficult for summons or mages to cast these spells.", that sounds like fireball, bladewind, falling frost, etc, are all basically uncastable by national and summoned mages?

Or is it referring to the ones which affect the entire battlefield?
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  #3  
Old November 4th, 2004, 07:29 PM
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Graeme Dice Graeme Dice is offline
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Default Re: Faerun Test Mod - 17 player modded game recruiting

Quote:
Cainehill said:
Or is it referring to the ones which affect the entire battlefield?
It's referring to Wrathful Skies, Fire Storm, Wailing Wind, Wind of Death, and for some reason, rain of stones.
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  #4  
Old November 4th, 2004, 08:21 PM
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Default Re: Faerun Test Mod - 17 player modded game recruiting

Yep, just full battlefield effect spells. If you open up the mod file its all in one section not too hard to find you can see precisely what has been done.
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  #5  
Old November 4th, 2004, 08:47 PM

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Default Re: Faerun Test Mod - 17 player modded game recrui

I would like to join, but this would be my first multiplayer game, not counting a few hot seat games with a couple of my friends. I would like to take Caelum, if you do not mind a noob. Also, I clicked the link to download the mod and it took me to a new page with a bunch of info like:

#modname "Faerun Test Mod"
#domVersion 2.14
#description "This is Zen's Spell mod combined with tweaks which may help emphasize armies over SC's"
#Version 1.01
#icon "cbspell.tga"
#end

-- Created by Jack Black. Special Thanks to all the playtesters, Illwinter, Shrapnel Games, and of course my Editor Esko!
-- Small, almost insignifigant mods by Huzurdaddi.

-- SPELL MODIFICATIONS

-- NATIONAL SPELLS
#selectspell "Celestial Soldiers"
#pathlevel 0 1
#end
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  #6  
Old November 4th, 2004, 09:15 PM

Crash Crash is offline
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Default Re: Faerun Test Mod - 17 player modded game recrui

If Ermor is available, I'd like to give it a try.

Thanks,
Crash
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  #7  
Old November 4th, 2004, 10:23 PM
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Default Re: Faerun Test Mod - 17 player modded game recrui

Quote:
Legacyspy said:
... Also, I clicked the link to download the mod and it took me to a new page with a bunch of info like:

#modname "Faerun Test Mod"
#domVersion 2.
You need to right click on the link and save it (as named) into the dominions/mods directory
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