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July 15th, 2011, 06:33 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders
Quote:
Originally Posted by Louist
Thanks for that. I ended up getting home so late last night that I didn't even go near the computer.
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No problem! Thanks for offering to make the changes and for creating the map in the first place. The map is now uploaded and I see we're only missing Shin's pretender.
Yugi, I tried PMing you but you don't have messages on (unfortunately they are off by default when you create an account). You'll want to activate them so you can receive diplomatic correspondence. And of course, when you have a chance please upload your pretender and we'll get this game going.
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July 16th, 2011, 05:59 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Nations - Yugi24862: Send Your Pretender!
Sorry for the delay in starting. I'm bumping this thread so yugi hopefully sees my new, attention getting, subject line.
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July 16th, 2011, 08:42 PM
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Sergeant
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Join Date: Jan 2010
Location: Michigan
Posts: 251
Thanks: 14
Thanked 13 Times in 8 Posts
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Re: Nations - Yugi24862: Send Your Pretender!!!!!!!
This delay worked out well for me. If the game started with my first couple of pretender designs, I would have been in a lot of trouble.
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July 16th, 2011, 10:33 PM
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Corporal
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Join Date: May 2006
Posts: 121
Thanks: 2
Thanked 4 Times in 1 Post
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Re: Nations - Yugi24862: Send Your Pretender!!!!!!!
All in all we won't be losing too much time--seems llamaserver is still having some issues. It was down completely for some time, and it's currently hanging on a game. My other two games have all their turns submitted, and just waiting for llama to give the server whatever kick it needs to start hosting turns again.
As for my pretender, I'm trying something I've never really tried before. Without going into details... it will be interesting to see what happens. I'm not totally confident I really grasp all the mechanics behind the concept.
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July 17th, 2011, 12:29 AM
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Sergeant
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Join Date: Jan 2010
Location: Michigan
Posts: 251
Thanks: 14
Thanked 13 Times in 8 Posts
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Re: Nations - Yugi24862: Send Your Pretender!!!!!!!
Actually, I have now reached the a sort of free-form unconventional stage of design myself. The lack of access to indie mages is something I've had a tough time fully appreciating. It should be interesting anyway.
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July 17th, 2011, 01:13 AM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Nations - Yugi24862: Send Your Pretender!!!!!!!
The lack of indie mages is difficult. While no indie games are not uncommon I don't recall seeing any that also removed magic sites that allowed unit recruitment. The idea was to really emphasize national units and encourage getting opponents' caps to diversify your magic and troops.
Based on the previous games it's tough to say if a certain type of build is best. Nations have done well with SCs, good scales and bless (though perhaps to a lesser degree on the latter). Without any indies you also have to consider how you'll get access to paths like nature that you'd commonly get from indies (assuming of course your national mages don't have that path) so filling in the gaps in your nation's magic paths is obviously important as well. Some paths are also just difficult to break into with summons. There actually aren't any summons with air magic. Astral depends on getting the right randoms on either hidden in sand or spectres.
This is definitely an experimental game and I can't make any promises as to balance. Hopefully it will be fun, though.
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July 17th, 2011, 01:09 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Nations - Yugi24862: Send Your Pretender!!!!!!!
I haven't heard from yugi and as far as I can tell he only had one other game and went AI this turn. That may have been because the position was hopeless but if that was his only other game and he's forgotten about this one I don't know when he'll be back on the forums.
I'm going to open up recruitment again. Thanks for your patience.
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July 17th, 2011, 08:07 PM
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Private
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Join Date: Mar 2011
Posts: 6
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Recruiting!
Sorry for not posting, I havent been checking shrapnel too much. I went AI my other after being rushed by Himmon as Marveni, but I cant play anyways as i just found out I wont have dom3 acess for a week in about a week.
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July 18th, 2011, 08:51 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Recruiting!
How about if I leave recruitment open for another day and if there's no interest we just start with five players? If we go this route we'd have to at least change the start locations but it will also mean a very high average number of provinces per player.
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July 18th, 2011, 09:58 PM
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Sergeant
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Join Date: Jan 2010
Location: Michigan
Posts: 251
Thanks: 14
Thanked 13 Times in 8 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Recruiting!
A sixth player would be appreciated, but otherwise five nations is fine with me. Though an 18 provinces per player ratio is more than I'm used to, it sort of lends itself to the game format...or at least my concept for it.
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