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May 4th, 2008, 04:43 AM
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Major General
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Join Date: Sep 2006
Posts: 2,198
Thanks: 90
Thanked 32 Times in 22 Posts
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Re: Mega Age II (Kingmaker) Sign Up!
You can be my neighbour anytime Jazzepi.
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May 4th, 2008, 04:47 AM
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First Lieutenant
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Join Date: Feb 2008
Location: Reno, Nevada
Posts: 605
Thanks: 11
Thanked 5 Times in 5 Posts
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Re: Mega Age II (Kingmaker) Sign Up!
Is there still room for another player for the megagame?
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May 4th, 2008, 09:52 AM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: Mega Age II (Kingmaker) Sign Up!
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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May 4th, 2008, 09:55 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Mega Age II (Kingmaker) Sign Up!
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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May 4th, 2008, 10:48 AM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: Mega Age II (Kingmaker) Sign Up!
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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May 4th, 2008, 10:55 AM
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Lieutenant Colonel
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Join Date: Nov 2005
Location: Lund, Sweden
Posts: 1,377
Thanks: 72
Thanked 25 Times in 20 Posts
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Re: Mega Age II (Kingmaker) Sign Up!
Yes the globals amount is great. New research settings! I love you!
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May 4th, 2008, 11:03 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Mega Age II (Kingmaker) Sign Up!
Your lazy side wrote that post Fight the urge to procrastinate!
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May 4th, 2008, 11:34 AM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: Mega Age II (Kingmaker) Sign Up!
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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May 4th, 2008, 12:01 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: Mega Age II (Kingmaker) Sign Up!
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!
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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May 4th, 2008, 01:04 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: Mega Age II (Kingmaker) Sign Up!
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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