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March 16th, 2005, 03:38 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
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Re: Rebalance Mod game starting, everyone welcome!
Sheap's server can handle up to 6 games simultaneously and is not running any now that AoM is complete. So we can put up as many there as we are likely to need.
As for splitting off into two games: We could, but lets see what the consensus is or if there is a compromise that would cover any division.
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March 16th, 2005, 03:44 PM
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General
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Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
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Re: Rebalance Mod game starting, everyone welcome!
I'd like to play, and I'd like the level 4 research limit as well, as long as the map is crowded enough.
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March 16th, 2005, 08:34 PM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
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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...
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March 17th, 2005, 11:28 AM
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Private
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Join Date: Jan 2005
Posts: 3
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Re: Rebalance Mod game starting, everyone welcome!
i'd like to play as Machaka. gracias amigos
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March 17th, 2005, 12:58 PM
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Second Lieutenant
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Join Date: Nov 2003
Location: houston TX
Posts: 493
Thanks: 32
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Re: Rebalance Mod game starting, everyone welcome!
Quote:
Saber Cherry said:
... but feel free to suggest and discuss any other special rules (for example, supercombattant pretenders like Natarajas, Cyclopses, Bulls, Dagons, Dragons, Shedus, Earth Mothers, and Wyrms could be banned, but only if that is something people want).
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I dont mean to make trouble, especially since I'm not playing, but anyone who use a cyclops as an SC is crazy.
I think his eye has (at least) a double chance of being put out, and his precision (despite the fact that cyclopes throw rocks with astonishing accuracy in mythology) is atrocious.
He's an earth blessing platform.
Or with Zen's mod, (LOVE Zen's Mod, should be the Standard for Dom3) a leg up on a hammer.
SC? Really Bad idea.
Rabe (the Guy who thinks a wider variety of earth pretenders ought to be available...)
P.S. I might play what's left over in the game, if there's room.
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March 17th, 2005, 04:05 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
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Thanked 45 Times in 35 Posts
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Re: Rebalance Mod game starting, everyone welcome!
So, are we actually playing this as a blitz or no?
Cause the weekend is fast approaching...
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March 17th, 2005, 05:04 PM
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Corporal
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Join Date: May 2004
Location: Ohio
Posts: 133
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Re: Rebalance Mod game starting, everyone welcome!
I'd be up for a blitz, depending on when we want to do it. I definately can't Friday. SC might not be ready with her new mod by then, so we might have to wait regardless.
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March 17th, 2005, 05:08 PM
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Major
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Join Date: Sep 2003
Location: The Forest of Avalon
Posts: 1,162
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Re: Rebalance Mod game starting, everyone welcome!
Patrick is not st.patrik
as for nations - all the ones I was interested in are taken already
if we split into 2 games I'll join as Man, Pangaea, Vanheim, or best of all, Tien Chi
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March 17th, 2005, 05:27 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
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Thanked 45 Times in 35 Posts
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Re: Rebalance Mod game starting, everyone welcome!
Does that mean you arent going to play in this game st.patrik?
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March 17th, 2005, 05:41 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
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Re: Rebalance Mod game starting, everyone welcome!
Saturday sounds fine to me for starting, if everyone else is OK with that.
St.Patrick: Sorry to hear that! Sure you don't want Golden Era Arco, with brand-new full bronze armor and weapons? Or Niefel Jotunheim, with new armor and weapons for the Niefels and better-morale militia? Abysia, with a unit finally able to blood-hunt effectively, fire mages with higher precision, better salamanders and holy units that don't fall asleep after 4 turns? Ermor, with improved soulless and Shadow Vestals?
Well, it's up to you Feel free to start another game if you really want one of those 4 nations.
Rabelais: There's still plenty of room in this game, just check the first post and grab a nation! And as for cyclopses... they make great tramplers with luck, mistform, mirror image, ethereality, regen, and a horror helmet. Even when they're blind
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