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  #1  
Old September 1st, 2007, 12:12 AM
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Default Re: New Mod game: Amoscalypse Now

Admittedly, I have not looked at the nations chosen yet, especially not Sombre's choice, so I am still under the impression that even if one of the nations is more powerful than the others, alliances will even it out again - even if he has an impossibly powerful god, that god can't be everywhere at all times, can he?

Wikd, it seems you didn't get what this game is about, and that is to bash at each other with excessively powerful stuff, nothing like that mod that you picked. I warned you to save you the frustration in advance, and I'd still let you play the mod if you want, I just don't think you will have any fun in doing so. I don't understand how that advice is a bad thing. If a balanced game with mod nations is what you are looking for, I have already two games like that running and as long as there is interest I will continue to host games like that. Those are a challenge to everybody.

Okay, sorry for taking my time, I had to setup my system from scratch again, which took most of my week from me. The combined mod should be ready soon, now that I have Dom3 running on my new system again... Then you can try out if a combined effort from all of you could defeat Sombre's nation of choice or not, and then we can assess that situation. Please don't throw in the towel before that, this was never meant to be a serious game to be won by skill, anyway...
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  #2  
Old September 1st, 2007, 03:37 AM

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Default Re: New Mod game: Amoscalypse Now

Everyone on Sombre? We'll see if you can take me, bwahahahah.
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  #3  
Old September 3rd, 2007, 01:40 AM
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Default Re: New Mod game: Amoscalypse Now

Okay, sorry for taking so long folks, here is now the preliminary mod for the game so people can try out the nations in a game together: http://www.mediafire.com/?1ulr1nfienz

I put them all into late age. Unpack the file into your mods folder, enable one of the two mods in your game preferences (one has the 7 chosen nations, the other one has the Seraphim from Angelic Crusade as a bonus nation, too), then create a new game.

Because of nations with not too many new units like Insectoids and Magoserium, we have no problems at all with the descriptions for the seven nations that have been picked. That's why I added some other nation - if I include the Seraphim, for example, then only some nation descriptions are missing that you only see during pretender creation anyway. I have to say that these mod nations together are looking very very interesting, I think.

EDIT: Fixed the link
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  #4  
Old September 3rd, 2007, 02:04 AM
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Default Re: New Mod game: Amoscalypse Now

Now that I created the combined mod I finally had a look at the mod nations, too, and I want to comment on that Nephilim hype:

I don't think that the situation is as bad as Nikolai and some others make it sound. Yes, the Nephilim look scary. They have insane def, they have attacks with a Soul Slay as secondary effect. But that doesn't make them unbeatable. Sure, they are overpowered compared to a normal game, but so are the other nations, too. (Except Mushroom Kingdom. That's only in there for the giggles, I think its power level is about vanilla game) First of all, having seen it happen in games against other powerful nations in base game all the time, diplomacy is a powerful thing. If two or three people ally up against somebody, then usually he has no chance but to eventually lose. They can overpower him by numbers alone and make his economy go haywire, leading to his eventual downfall. Now, about those Nephilim. Yeah, they have insane def, they have powerful weapons, but they're not invulnerable. High Def means that you have to either a) swarm them or b) exhaust them or use other means of attack, like ranged attacks. They do have zero prot, after all, so they are naturally VERY vulnerable to ranged attacks. The Soul Slay effect of their weapons is intimidating, too, but at least you can MR resist it. If a Jotun hits you then usually you just die, too. So you say, they are sacred. They can be abused with an air/earth bless. That's true. But they're still very expensive. Look at their gold price. They're well worth the money, but it's a very limiting factor for them. Their national god is scary, too, funny thing is that he wasn't restricted to that nation so everybody could recruit it before... I fixed that, of course. And then there is the downside: it's a blood nation with sacrifice dom. Their freespawn never heals. Lots of those other nations have way better freespawn, I think.

So to make it short now, I don't think that the Nephilim are that much out of the league like the hype made it sound. And no matter how powerful the individual units might be, they won't be able to overpower an alliance. So please calm down, have some test games (and not just against indies) and try to design a pretender for your nation for the game, yes?

P.S.: As said before, Mushroom Kingdom is not as powerful as the others, IMHO, I'd say they could be used in a vanilla EA game. Those Seraphim that I added are what Amos considers the "most balanced nation" of his creations, too.
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  #5  
Old September 3rd, 2007, 12:59 PM
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Default link fixed

whoops, bad link, it's fixed now...
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  #6  
Old September 3rd, 2007, 01:42 PM

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Default Re: link fixed

Sensori agreed to play if he got this spell. So here it is.

---- Cillit Bang!

#newspell
#copyspell "Sulphur Haze"
#name "Cillit Bang!"
#descr "How do you do it, Allan? Do you perhaps drink Cillit Bang? This water is BANG! And my bird is gone! George, you still filling your water with volcanicity? And making Cillit Bang for breakfaaast!"
#restricted 73
#researchlevel 0
#precision 10
#path 0 1
#pathlevel 0 1
#pathlevel 1 0
#range 40
#end

Bang!
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Old September 3rd, 2007, 05:09 PM

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Default Re: link fixed

That must be some in joke I completely don't understand.
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