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  #151  
Old August 4th, 2010, 01:49 AM

Valerius Valerius is offline
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Default Re: ThreeFort - Experimental game - Squirrelloid/Bandar Log wins!

Fair enough; I think after the next game we'll have a decent idea about what balance changes we need to make. Good luck in your other game!
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  #152  
Old August 4th, 2010, 11:12 PM

Valerius Valerius is offline
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Default Re: ThreeFort - Experimental game - Squirrelloid/Bandar Log wins!

Good news: I contacted rdonj and he thinks he'll have time to help with the map again. So I'll get to work on making the changes we discussed and open a new thread to start recruitment by the weekend.

In other news, the ThreeFort game has risen from the dead again so ignore any notices you get regarding it from the llamaserver and I'll PM llama about the unkillable game.
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  #153  
Old August 9th, 2010, 03:40 PM

Valerius Valerius is offline
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Default Re: ThreeFort - Experimental game - Squirrelloid/Bandar Log wins!

Sorry, I didn't have time to work on the mod this past weekend.

I also have another game idea I'd like to try (opposite of this really in that it opens up SC possibilities - affliction free tarts, unlimited elemental royalty) and can't join two games so I'm going to step into an admin role on this one.

Assuming everyone is still on board I'll make the mod changes this week and start a new thread to recruit players.
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  #154  
Old August 10th, 2010, 08:04 AM
Squirrelloid Squirrelloid is offline
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Default Re: ThreeFort - Experimental game - Squirrelloid/Bandar Log wins!

Maybe this one should just wait for a little while. I have no driving need to get into another game right away.
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  #155  
Old August 10th, 2010, 02:01 PM

LoloMo LoloMo is offline
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Default Re: ThreeFort - Experimental game - Squirrelloid/Bandar Log wins!

I second Squirrelloid. No need to admin a game you're not part of.
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  #156  
Old August 27th, 2010, 05:02 PM

Valerius Valerius is offline
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Default Re: ThreeFort - Experimental game - Squirrelloid/Bandar Log wins!

Now that Cripple Fight 3 has ended I'll have time to work on (and play in!) this game.

In order to try to drum up more interested I thought I'd simplify the game's theme to "emphasize mid-game, eliminate late game" and eliminate the "no indies, only national troops/mages" aspect.


Proposed rules:

* Magic will be the same as last time. Spells limited to level 6, with the exception of the spells that were assigned to level 3 and banned spells. No globals. Lower power unique items will fill Constr. level 2, 4 and 6 for random events.

* All magic sites are level 0 - if you own province you'll know all the sites there.

* Start the game with 4 provinces and then have a normal expansion phase.

* Blood magic will get some nerfs (maybe less than last time).


Changes:

* Indies will be allowed (including magic sites that allow troop/mage recruitment) and mercs can be recruited. I think this will help with the problem of getting scouts as well as alleviate the impact of spells that target commanders.

* Diplomacy allowed.

* You can build forts as normal - this will make game setup easier and also allow you to protect your most valuable provinces.

* Cap gem income normal. With diplomacy allowed you can trade gems with other nations.


Any of you interested in, and have time for, a sequel?
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  #157  
Old August 27th, 2010, 08:41 PM
Squirrelloid Squirrelloid is offline
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Default Re: ThreeFort - Experimental game - Squirrelloid/Bandar Log wins!

How soon is it starting? The last game didn't take too much time, tbh, so i'd be willing to consider participating.
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  #158  
Old August 27th, 2010, 09:05 PM

Valerius Valerius is offline
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Default Re: ThreeFort - Experimental game - Squirrelloid/Bandar Log wins!

I'm flexible on the start time. I should have the mod revised and be ready to start recruiting by Monday-Tuesday but I can hold off if that's convenient.

I liked the fact that the previous game played quickly. This one might take more time for the last few players since ideally I'd like to get 8 people (decent number for diplomacy, HoF eligibility - but still fast playing). If we end up with 5 or 6 of course then I'd expect another very fast, low micro, game.
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  #159  
Old August 28th, 2010, 07:42 AM

LDiCesare LDiCesare is offline
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Default Re: ThreeFort - Experimental game - Squirrelloid/Bandar Log wins!

Still interested.
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  #160  
Old August 28th, 2010, 02:19 PM

Valerius Valerius is offline
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Default Re: ThreeFort - Experimental game - Squirrelloid/Bandar Log wins!

Ok, I'll start work on the mod revisions.

I've updated the game two proposed settings at the bottom of the first post.

Since we are going with a more normal province/player ratio (about 12) and 4 starting provinces I think we can set gold/resources to normal. But I'm open to using the boosted levels if there's a preference for that.

I also think Squirrelloid was right about there not being a need to ban/nerf the hereos blade so that's back in.
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