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January 29th, 2010, 12:00 AM
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Re: Single-Castle Game: OneFort (Full, Organizing)
I'm all for the indie-less game, with exceptions for non-magic commanders and scouts...priests and tribal mages (the ones with the word "tribe" in their name) would be ok too IMO.
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January 29th, 2010, 06:42 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: Single-Castle Game: OneFort (Full, Organizing)
Attached is a modified version of CBM 1.6. Indie troops are not recruitable. Indie non-mage commanders, priests and tribal shaman are recruitable but not other indie mages. All magic sites that allow mage or troop recruitment have been removed.
It would be helpful if some test games were run using the mod to let me know if there are any problems. You will want this to be the only active mod when you create your pretender.
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January 29th, 2010, 07:26 AM
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Re: Single-Castle Game: OneFort (Full, Organizing)
nice, this will be really useful in test games too. Especially if you want to test out only national armies against each-other.
thanks
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January 29th, 2010, 10:52 AM
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Sergeant
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Join Date: Feb 2009
Posts: 282
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Re: Single-Castle Game: OneFort (Full, Organizing)
Streamlands is fine by me. Assuming there's no problems with Valerius's mod, we are good to go.
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January 29th, 2010, 03:31 PM
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Sergeant
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Join Date: Feb 2009
Posts: 282
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Re: Single-Castle Game: OneFort (Full, Organizing)
I found nothing wrong in a short test game. I'm putting the game up.
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January 29th, 2010, 03:41 PM
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Sergeant
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Join Date: Feb 2009
Posts: 282
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Re: Single-Castle Game: OneFort (Full, Organizing)
OK, game is up. I went with indy strength 6 and 150% resource multiplier, to make resources keep pace with gold a bit.
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January 29th, 2010, 07:01 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
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Re: Single-Castle Game: OneFort (Send in Pretenders)
The indie strength and resources settings sound good.
There are some things I missed in the mod:
* I didn't mod out the brigand lair site so villains are recruitable at normal cost if you find that site
* The burgmeister guard is normal cost
* Some of the triton units are also normal cost
* I should have modded out kelp fortress
I can make adjustments to the mod by Saturday or we can just use the honor system and not recruit those units if they are available (this of course will apply anyway since there are likely other things I missed).
Also a reminder that when creating pretenders you only want this mod active, not CBM.
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January 29th, 2010, 08:23 PM
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Private
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Join Date: Mar 2009
Posts: 8
Thanks: 1
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Re: Single-Castle Game: OneFort (Send in Pretenders)
Hi,
Help, I have a problem when I try to download the "CBM 1.6, Indy Commanders Only". The link at Llama doesn't work. ¿¿??
Thanks,
Ç:-)
Last edited by Trom; January 29th, 2010 at 08:34 PM..
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January 29th, 2010, 08:54 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: Single-Castle Game: OneFort (Send in Pretenders)
Trom, here is the correct link.
Belac, maybe we should put this link in the first post?
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January 29th, 2010, 09:07 PM
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Sergeant
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Join Date: Feb 2009
Posts: 282
Thanks: 8
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Re: Single-Castle Game: OneFort (Send in Pretenders)
I think we can do any indies you missed on the honor system, Valerius. Thanks for creating the mod!
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