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March 16th, 2005, 01:21 PM
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First Lieutenant
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Join Date: Jul 2004
Location: Albuquerque, NM
Posts: 605
Thanks: 0
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Re: Rebalance Mod game starting, everyone welcome!
I vote for no funny rules such as limiting research or magic limit on gods. I like the idea of just making a simple mod that makes all the overused stuff 2 or 3 times as expensive (ghost riders, life drain, flames from the sky, etc), and most summons (vine ogres, devils, living statues, etc) so we will use lots of troops. If we remove spells altogether, though, we wont even be playing dominions...
__________________
Every time you download music, God kills a kitten.
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March 16th, 2005, 01:44 PM
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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: Rebalance Mod game starting, everyone welcome!
I kind of like the level 4 research limit idea...
Maybe if we have enough players (and Ironhawk's server is able) we should make two seperate games.
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March 16th, 2005, 03:38 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
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Re: Rebalance Mod game starting, everyone welcome!
Sheap's server can handle up to 6 games simultaneously and is not running any now that AoM is complete. So we can put up as many there as we are likely to need.
As for splitting off into two games: We could, but lets see what the consensus is or if there is a compromise that would cover any division.
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March 16th, 2005, 03:44 PM
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General
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Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
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Re: Rebalance Mod game starting, everyone welcome!
I'd like to play, and I'd like the level 4 research limit as well, as long as the map is crowded enough.
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March 16th, 2005, 08:34 PM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
Posts: 1,244
Thanks: 0
Thanked 30 Times in 11 Posts
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Re: Rebalance Mod game starting, everyone welcome!
I usually do not see eye to eye with Patrick, but I will agree to one thing:
I would like to have rules that do not need enforcing during the game. Every
single time I have played games with such rules, people have been violating
them, deliberately or not. I would like something nice and simple.
The reason I would like to cap spells is that we want to use troops. I am sorry
to say, I usually do not build any melee troops past turn 10. Lately, my
girlfriend stopped buying troops - any troops, anytime. If you allow spells
like relief, drain life, wrathful skies, flame storm, false horror, troops
become useless. As for hard research, it does delay the time when troops become
useless, but not by that much. I assure you, on very hard research, I play
Pythium almost exactly as I play it on normal - I just start my expansion a few
turns later.
A few things:
If we will have blood nations and no caps on spell levels, magical resources
better be the standard multiplayer value of 50.
If we have a spell level cap, nation spells that are clearly above the cap, like
for example 'Blood Heritage', 'Wind guide', 'Fiend of darkness" should be modded
out.
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