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May 29th, 2010, 01:14 AM
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First Lieutenant
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Join Date: Feb 2007
Location: Manila, Philippines
Posts: 746
Thanks: 36
Thanked 2 Times in 2 Posts
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Re: ThreeFort - Experimental game - Recruiting - 1 spot left!
If I'm the only one with a concern about Darkness, I'll withdraw my objection. I can work with either Darkness as is, or with requirements boosted.
This is shaping up to be an exciting game. Pretender design will be a puzzle solving exercise!
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May 29th, 2010, 01:30 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: ThreeFort - Experimental game - Recruiting - 1 spot left!
Quote:
Originally Posted by LoloMo
If I'm the only one with a concern about Darkness, I'll withdraw my objection. I can work with either Darkness as is, or with requirements boosted.
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Thanks. I think I'll leave it as-is, since even though there were some concerns about it everyone said they could live with it. This way I can finalize the mod and get it out to everyone in the next few hours.
Quote:
Originally Posted by LoloMo
This is shaping up to be an exciting game.
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I really hope so. In retrospect adding so many different things in (no indies, fort limitations, etc) might have been a mistake. The core concept I wanted to try out was the idea of eliminating research and site searching so we could jump right into the action. So, we're the beta testers.
Quote:
Originally Posted by LoloMo
Pretender design will be a puzzle solving exercise!
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I'm finding this too. The e9nx bless I enjoy so much with my Sidhe Lords doesn't look like a good choice here. Sure, I'll have Constr. researched but will I have time to equip them and will they find any easy provinces to raid?
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May 29th, 2010, 05:21 AM
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Major General
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Join Date: Mar 2007
Posts: 2,046
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Thanked 215 Times in 77 Posts
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Re: ThreeFort - Experimental game - Design pretenders
I have updated the first post with a new zip containing the revised mod (same name as before - just overwrite the old one), and a new version of the map for five players (as before there are two map files, one with fixed starts for five sample nations).
List of fixes:
Teleport, Gateway, Cloud Trapeze and Faery Trod moved to level 3
Wolven Winter and Raging Hearts moved to level 3
Mists of Deception and Hellbind Heart removed
Fata Morgana and Sea of Ice globals removed
Academy of the Crescent Moon magic site removed
* A note about magic sites: I used Edi's invaluable database and sorted by sites with recruitable commanders in order to determine which sites to remove. This particular site didn't list any recruitables and I missed it. It's possible there's others like this so if you get one please don't recruit from it.
Also on the first post is a graphic indicating the letter identifying each starting location. rdonj will contact you to let you know where you are starting. Please let him know once you've decided on your starting fort location(s).
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May 29th, 2010, 07:04 AM
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Captain
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Join Date: Apr 2004
Location: France
Posts: 820
Thanks: 4
Thanked 33 Times in 24 Posts
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Re: ThreeFort - Experimental game - Design pretenders
I found another site that might be problematic:
- Brigand Lair. Allows recruitment of brigand. That and increases unrest, but nothing else. Not really fun. It's just bad with nothing good out of it, and the unrest increase on a fort can be an issue. I think it should be removed. Of course it's not as bad as disease spreading sites, but it adds nothing to the game.
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May 29th, 2010, 01:21 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
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Thanked 215 Times in 77 Posts
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Re: ThreeFort - Experimental game - Design pretenders
IIRC the brigands should have a resource cost of 800 and be unrecruitable. The increase in unrest is a hassle and I agree it's worth eliminating the site but I don't want to drive everyone crazy by continuing to release updates. We'll need to allow some time for everyone to choose their provinces and for rdonj to make the map fixes so let's wait and if more stuff comes up I'll release a final version of the mod right before I setup the game on the server.
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May 29th, 2010, 02:36 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: ThreeFort - Experimental game - Design pretenders
PMing people their locations now.
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
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The Following User Says Thank You to rdonj For This Useful Post:
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May 30th, 2010, 04:13 AM
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First Lieutenant
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Join Date: Feb 2007
Location: Manila, Philippines
Posts: 746
Thanks: 36
Thanked 2 Times in 2 Posts
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Re: ThreeFort - Experimental game - Design pretenders
Do we specify our forts before the game starts? Are the gem sites random, or do we get to see where our gem sites are before we decide on where to put our forts?
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May 30th, 2010, 04:49 AM
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Major General
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Join Date: Mar 2007
Posts: 2,046
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Thanked 215 Times in 77 Posts
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Re: ThreeFort - Experimental game - Design pretenders
Yes, send rdonj at least your cap and up to two other fort provinces before the game starts. Sites are random so if you build all three forts at the game's beginning there may be high gem income provinces you can't protect. OTOH not having three recruitment centers at the beginning has disadvantages as well.
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May 30th, 2010, 09:04 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: ThreeFort - Experimental game - Design pretenders
Nice job getting in your start locations guys. We're just waiting on NooBliss, who may be away for the weekend since he last logged in Friday.
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May 31st, 2010, 02:53 AM
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Sergeant
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Join Date: Mar 2010
Posts: 225
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: ThreeFort - Experimental game - Design pretenders
Yep, I was.
Just submitted my fort locations, so we can start.
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