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November 1st, 2009, 05:03 PM
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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: Warcry - new semi-rand game :)
Ok, game is oficially full. PM me or post here that 3 nations you'd prefer not to get. Ironhawk will roll nations then.
I will work on the map tomorrow, should have most of stuff on it done. Still waiting on suggestions about balance fixes. And some prov names would be cool too.
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November 2nd, 2009, 11:48 AM
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Major
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Join Date: Sep 2005
Posts: 1,122
Thanks: 5
Thanked 2 Times in 2 Posts
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Re: Warcry - new semi-rand game :)
I would like to join in this game. I do not want to play Atlantis, R'leyh or Ulm.
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November 2nd, 2009, 11:49 AM
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Major
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Join Date: Sep 2005
Posts: 1,122
Thanks: 5
Thanked 2 Times in 2 Posts
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Re: Warcry - new semi-rand game :)
... I did not expect there to be a second page with this few number of posts... =(
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November 3rd, 2009, 12:30 AM
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General
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Join Date: Sep 2004
Location: Irving, TX
Posts: 3,207
Thanks: 54
Thanked 60 Times in 35 Posts
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Re: Warcry - new semi-rand game :)
OK, I've been testing. F&W thugs seem a bit, um, weak? Not complaining really... I would rather have them than not have them.
__________________
Be forewarned, anything I post is probably either 1) Sophomoric humor, 2) Satire, 3) A gross exaggeration of the power I currently possess, 4) An outright lie, or 5) Drunken ramblings.
I occasionally post something useful.
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November 3rd, 2009, 10:02 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Warcry - new semi-rand game :)
I would like to request removing pyre vines from the mod. I have a number of problems with them:
1. On thematic grounds I dislike map move 2 'plants'.
2. They have such a bizarre heap of abilities, it looks weird and messy and it's hard to judge balance.
3. The graphics look a bit ugly.
4. They are not thugs or SCs.
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November 3rd, 2009, 10:33 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: Warcry - new semi-rand game :)
Ok, MA Scenario map is ready, let me know if there are any problems with it.
QM suggests that no compensation is given to weaker nations, any other comments on that?
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November 3rd, 2009, 09:32 PM
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General
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Join Date: Sep 2004
Location: Irving, TX
Posts: 3,207
Thanks: 54
Thanked 60 Times in 35 Posts
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Re: Warcry - new semi-rand game :)
I am also fine with no compensation for the weak positions. Mainly because I'm not sure what to suggest you give them.
__________________
Be forewarned, anything I post is probably either 1) Sophomoric humor, 2) Satire, 3) A gross exaggeration of the power I currently possess, 4) An outright lie, or 5) Drunken ramblings.
I occasionally post something useful.
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November 4th, 2009, 06:02 AM
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Sergeant
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Join Date: Dec 2006
Location: The wild barbaric north
Posts: 215
Thanks: 50
Thanked 5 Times in 4 Posts
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Re: Warcry - new semi-rand game :)
Quote:
Originally Posted by Lingchih
I am also fine with no compensation for the weak positions. Mainly because I'm not sure what to suggest you give them.
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Same here.Have only tested the map with MA Arco but one thing that did come up was that one of the provinces next door to their start has a guaranteed navigator recruitment. Is it really wise to give them access to A given that they can communion up pretty damn well without it?
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November 4th, 2009, 08:27 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: Warcry - new semi-rand game :)
Wasn't it C'tis getting them? Hmm... There is also a connection N of Bandar cap that should not exist, I will remove it.
Anyway, I need 3 nation statements to get nations rolled. I need them from Baalz, Pashadawg and Zlefin.
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November 4th, 2009, 09:34 AM
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Corporal
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Join Date: Nov 2007
Posts: 132
Thanks: 1
Thanked 20 Times in 7 Posts
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Re: Warcry - new semi-rand game :)
due to my illness, i'm going to have to pass on this game.
I do look forward to hearing how FW thugs do, as this will be the first real game balance test of it. I know they're a little weak, that's by design; i meant them to be significantly weaker than death summons of the same cost. As to the vines, they were put in as compensation for the loss of fever fetishes (which was part of Zeldor's original request). I didn't put anything at the clam replacement since naiads already occupy that slot. And i didn't do any other path things since that was outside the original goal of the mod.
Zlefin
PS don't forget my lances and weapons mod zeldor! sometime i wanna see that get into a game too, but I may not be up to harassing you about it for awhile.
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