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  #281  
Old May 4th, 2008, 04:43 AM
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Default Re: Mega Age II (Kingmaker) Sign Up!

You can be my neighbour anytime Jazzepi.
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  #282  
Old May 4th, 2008, 04:47 AM

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Default Re: Mega Age II (Kingmaker) Sign Up!

Is there still room for another player for the megagame?
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  #283  
Old May 4th, 2008, 09:52 AM
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Hi, i don't think it is very hard to make a new research setting in the patch. Since it is about to be released soon I would like to suggest the following:

1: 20
2: 50
3: 100
4: 200
5: 500
6: 1000
7: 2000
8: 5000
9: 10000

First levels almost at easy. Last levels way more expensive.

Is this interesting?
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  #284  
Old May 4th, 2008, 09:55 AM

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Kristoffer:

You may get some dangerous levels of love from some people now

Maybe you could add an option to make bigger HoF and customisable amount of globals allowed?
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  #285  
Old May 4th, 2008, 10:48 AM
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Less likely, since I like the current settings on those

Hmm, 5 globals with 60 players. Hmm. Nah, I still like it
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  #286  
Old May 4th, 2008, 10:55 AM
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Yes the globals amount is great. New research settings! I love you!
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  #287  
Old May 4th, 2008, 11:03 AM

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Your lazy side wrote that post Fight the urge to procrastinate!
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  #288  
Old May 4th, 2008, 11:34 AM
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Hmm, I just realized that it will not be possible to make my suggested change.

However research can go on beyond lvl 9. So it should be possible to mod a bit.

Current cost lvls:

lvl
9: 1100 * researchcost
10: 1780
11: 3000
12: 4000
13: 5000

Thus it is possible to move all lvl 7+ up one or a few lvls (making lvl 7 empty)

Suggested fix: Difficult research
Lvl 2-> lvl 1
Lvl 7-> lvl 8
Lvl 8-> lvl 10
Lvl 9-> lvl 12

This leaves lvl 7, 9 and 11 empty.
7+8 costs (420+680)*researchcost
9+10 costs (1100+1780)*researchcost
11+12 costs (3000+4000)*researchcost

Might even work with standard research.

If these costs are unfit I can change them before the patch, but it will not be possible to make another grading without a more thorough fix.
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  #289  
Old May 4th, 2008, 12:01 PM

Xietor Xietor is offline
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KO, I am willing to delay the start of the game as late as June 1 for the patch. Target date for the start has always been May 15(earliest)to June 1.

Please give ma man a KOA commander. see i said the magic word. heh. please.

It always drove me nuts when i used to play man that the koa's had move 3 and forest survival, but no commander that had 3 moves and forest survival! And maybe reduce the Koa's resource cost to 51(still high but bearable). Then I will let you play them and you can see that they still are not overpowered!
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  #290  
Old May 4th, 2008, 01:04 PM
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I do not intend to make any changes to nations more than has already been in this patch. Fixing balance stuff for Gath et al, and fixing simple bugs are all that remain on my agenda for the patch.

New stuff for LA Atlantis and other nations will have to wait until after 3.17 is released.

Stuff that might have direct effects on the gameplay in the megagame might recieve attention, but apart from research I think most stuff can be fixed during game, and research will have to be done the way I just said, with a mod, lest all research in all games will be affected.
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