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  #1  
Old January 15th, 2004, 03:56 AM
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apoger apoger is offline
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Default Re: Two new MODs from me

>Scandanivia is either cold 1 or 2 (Vanheim/Jotunheim). It certainly doesn't produce 40% less output per piece of land than England.

A> Cold-1 would be 20% with my mod.

B> I'd say the Vikings would disagree with you on the farming versus raiding/migrating to England example.

Without modern technologies life in the cold pretty much sucked. Yes people lived in the cold, but not the massively productive ones. The great empires didn't rise from the desert either. There's a reason for this.
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  #2  
Old January 15th, 2004, 04:02 AM
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Graeme Dice Graeme Dice is offline
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Default Re: Two new MODs from me

Quote:
Originally posted by apoger:
Yes, however the problem I see now is players spending everything on their god instead of wasting points on scales.
I don't see this as a problem at all. The pretender is supposed to be powerful, not a mediocre mage that an average human can hope to surpass. I'd like to see archmages running around with at least four in every path so that they can actually have truly major effects.

Quote:
It's my feeling that this makes choices hard on the players. No easy picks like order-misfortune. No picking two 9s in magics at the cost of death-3 sloth-3 for that unimpressive 6% income hit.
The picks are really easy. Either take an oracle with astral 3 and a massive economy, or a titan with air three and no gold boost. There's no way that points spent on a pretender can compete with that kind of economy.

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My goal is not to spite gods. It's to make all choices viable and interesting. No matter what you choose, you aren't getting something else valuable, whether it's god magic or luck scale. That's what I want. Hard choices because everything is good.
Except of course, that they aren't hard choices, because there is no way for a rainbow mage to be worth the points you spent on him.

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Try the mod once it's available. I think you'll find it more balanced than you think. At the least, luck is now a useable scale.
Sure it's balanced, but only because it removes the element of variability from race design, and reduces them to their national units and mages. It turns it from a game of fantasy combat where the pretender can have a major impact to one where your ability to crank out mundane troops is more important. That's a standard problem with most fantasy strategy games, and standard Dom2 avoids it fairly well.
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  #3  
Old January 15th, 2004, 04:06 AM

Keir Maxwell Keir Maxwell is offline
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Default Re: Two new MODs from me

Quote:
Originally posted by apoger:

It's my feeling that this makes choices hard on the players.
No picking two 9s in magics at the cost of death-3 sloth-3 for that unimpressive 6% income hit.
Oooph - brutal. Here am I saying that dual bless effects races were always somewhat borderline and have been slaughtered by the patch and you suggest it is that easy? I sure must be hopeless at this game.

Since Johan O. made it clear the whole misfortune free points were history I have spent alot less time on dual bless effect races and my races have generally got stronger (accept when I try blood). I can accept that one 9 is not too hard to get a strong race from since the patch but two 9's?

Methinks you overstate your point.

Like I said before - strong dominion scales is how Alex has always seemed to enjoy playing, many others do not feel this way. Thats fine. In fact its better than fine - it is down right cool as Alex has obviously been pretty dissapointed, and annoyed, by Dom2 and now he can recapture what he has lost. Kudos to Illwinter. Just goes to show even Swedes can overcome their paternalism. Now about those Militia . . .

cheers

Keir
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  #4  
Old January 15th, 2004, 04:07 AM
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Default Re: Two new MODs from me

Quote:
Originally posted by apoger:
>Scandanivia is either cold 1 or 2 (Vanheim/Jotunheim). It certainly doesn't produce 40% less output per piece of land than England.

A> Cold-1 would be 20% with my mod.
Cold 2 (Norway?) isn't cold 1 though, is it.

Quote:
B> I'd say the Vikings would disagree with you on the farming versus raiding/migrating to England example.
The Vikings didn't stop raiding even after they had settled in temperate areas like England.

Quote:
Without modern technologies life in the cold pretty much sucked.
It doesn't though, it's really quite easy to keep yourself warm with a bit of basic knowledge and furs. Heck, ancient humans lived in Northern China long before they were likely to have fire.

Quote:
Yes people lived in the cold, but not the massively productive ones. The great empires didn't rise from the desert either. There's a reason for this.
Ever heard of Egypt, the Indus river valley, or the empires in the Tigris-Euphrates river valley? Those aren't exactly temperate environments and they were the most powerful and wealthiest empires of their time.
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  #5  
Old January 15th, 2004, 04:19 AM

Keir Maxwell Keir Maxwell is offline
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Default Re: Two new MODs from me

Quote:
Originally posted by apoger:
The great empires didn't rise from the desert either. There's a reason for this.
Other than the Arabs, the Mongols and to many others to mention. I think your point is more that the most valuable areas of human civilisation in terms of productivity and gold were those closest to a human norm. Then you add in the ability to adapt within the range of say +1 to -1 (which IMO covers most areas of human settlement) allowing specific races to cope with those situations - Mictlan, Vanheim etc.

However I think %20 gold modifier per different scale is too much and its the one feature I noticed that really worried me in terms of how it will impact on the game. It is a huge change and will have many potential balence consequences and may prove disastrous for races starting to far from the norm.

I thought the current heat cold modifier was 5% not the 10% people seem to have been talking about - least thats what its says in the mod tools and the post from Illwinter I copied into a doc awhile back.

Cheers

Keir
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  #6  
Old January 15th, 2004, 04:29 AM
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Default Re: Two new MODs from me

>I'd like to see archmages running around with at least four in every path so that they can actually have truly major effects.

As would I.
I have always complained that the mage pretenders are weak.
This is on my list of things to mod.


>There's no way that points spent on a pretender can compete with that kind of economy.

That's an ignorant statement. Plenty of players with magic pretenders in Dom1 which had even more gold available than my mod, BTW.

Try the mod before making such blanket statements.

>Except of course, that they aren't hard choices, because there is no way for a rainbow mage to be worth the points you spent on him.

They aren't worthwhile now. But that's another fight.


>It doesn't though, it's really quite easy to keep yourself warm with a bit of basic knowledge and furs. Heck, ancient humans lived in Northern China long before they were likely to have fire.

Sure, many people settled in places with bad climates. However they spent their time surviving. Certainly more time surviving and less time producing taxable income than those living in more temperate lands.


>Ever heard of Egypt

The nile valley was hardly a harsh place.


This is a stupid argument and I'm not playing anymore. If you really want to believe that people are equally adept in all temperatures, you go right ahead. Don't like my mod? Fine. Don't use it. Nobody is twisting your arm. Play the game the way you want.
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  #7  
Old January 15th, 2004, 04:30 AM
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Nagot Gick Fel Nagot Gick Fel is offline
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Default Re: Two new MODs from me

Bump the costs of scales from 40 to 100 points, and these changes should be OK.
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