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November 24th, 2007, 08:13 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Thanked 39 Times in 31 Posts
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Re: City wars-Gang wars, a new map + mod ALPHA
The Story:
"You are a stranger in town, a strong, evil stranger and you want power, LOTS of power. The cityguard could be a way.. a LONG, SLOW way to power, and long and slow just isn't like you. The King isn't going to give you his power either, and you hate him for it already, ow yeah, he'll pay too. And religion.. is not the thing for you, except to be worshipped by your minions as they spread your gangs dominion over the city. Take the power you deserve. And the money. And the lives you need to take to get whatever else you want.TO PLAY THIS GAME:
1. create at least 4 nations
2. use The King, The Church and The Nobility as 3 of those and set them to computer controlled, do not choose The City Guard as a nation.
3. Create a slot for your own nation, set it on human.
4. If you want other gangs competing for power in the city create a maximum of 4 other nations.
5. Use an awake pretender (and some combat qualities might be usefull) as your gangleader carving your name in the annals of the city"
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All water-nations, MA/LA Ermor and MA Tien Chi are disabled. The nations which are used as the resident powers in the city are MA Pythium/Man/Ulm and Marignon and are thus not playable either.
The Map:
the map looks like this: see first post
The map is out NOW!! please play it
The general idea behind the map:
You arrive in a city and start to creat a gang (nation) to take it over. The King in his castle obviously has troops too, as do the Church and the Nobility 2 powers already in the city, fighting for control within the city walls. On the gates the City Guard is posting and preventing scum like gangs like yours to enter the city. Obviously the city guard is at peace with everyone... as long as gangs don't try to cross the gates.
--> The map will be is campaign/RP sort of map with a lot of pre-made quarters where specific people live (and fight to prevent you taking it over).
--> You and (if you want) some opposing gangs start outside the walls, to cross the gate means fighting the guards. To cross the gates also means entering the domain of the Church and the Nobility.
--> The king resides in the castle and is happy enough to stay there if undisturbed, but of course.. to be the boss of all means the king cannot be allowed to live. And who doesn't want to live in his nice castle
--> There is a victory point in the Kings castle so playing for VP or cumulative VP is an option too. Personally I think playing for 10-15 cumulative VP would make the end game a nice "King of the Hill" play.
The new file is attached to this post, DL, play and enjoy
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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November 25th, 2007, 11:50 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: City wars-Gang wars, a new map + mod ALPHA
I gave this map a try, and it's a fun setup. I liked the special provinces (getting the Back Alley early was nice).
Blood nations are pretty much screwed though (I played MA Midgard, and gave up on blood hunting since all the provinces so far have max 1K pop).
Perhaps the AI nations should start with more provinces, if that's possible. The king and the church were having a much harder time than I was.
Oh, and I attacked the City Guard, but they didn't counter-attack, even though I only had 1PD in some provinces on their border. One City Guard had the misfortune to be living in Inkpot End. Their cauldrons didn't do them much good there.
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Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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November 25th, 2007, 11:56 AM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: City wars-Gang wars, a new map + mod ALPHA
Hmm I noticed I didn't give the church and king the gold mine everyone was supposed to start with.. in the latest edition they do have it.. Did you play the lastest (yesterday or day before) edition? I think not since you don't mention the nobility which now fights with teh church within the walls.
Anyway I've added coppermines (about 10) outside the walls and silver deposits within the walls (and 3 of those outside) So the comp nations should have more cash.
The king is actually locked in with only 3 province but with IMHO a good pretender and outfit and lots of good troop options.. he can just build up his army in there...
The city guard is there and has flags.. but is NOT actually AI controlled (I got it like this and this is what I wanted) they are basicly just a barrier between you and the inner city else the church might get out.. since the guard is a peace with everyone they basicly act as barriers for you (though you can attack them) and the church/nobility (who won't attack them).
Please let me know what version you played if it was the lastest one then I might have to change a few things.. if now.. try the latest one
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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June 5th, 2008, 07:54 PM
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First Lieutenant
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Join Date: Nov 2007
Posts: 749
Thanks: 25
Thanked 28 Times in 18 Posts
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Re: City wars-Gang wars, a new map + mod ALPHA
Oh my, this map is very high-contrast. It's hard to tell what's going on.
I guess I have to choose MA when creating my game? The others didn't seem to work--I couldn't add enough players.
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June 6th, 2008, 07:21 AM
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Second Lieutenant
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Join Date: Jul 2007
Location: country of stinky fromages
Posts: 564
Thanks: 29
Thanked 15 Times in 13 Posts
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Re: City wars-Gang wars, a new map + mod ALPHA
I'll run another game this week-end on the new version.
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Senior member of the GLIN !
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June 6th, 2008, 04:42 PM
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First Lieutenant
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Join Date: Nov 2007
Posts: 749
Thanks: 25
Thanked 28 Times in 18 Posts
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Re: City wars-Gang wars, a new map + mod ALPHA
Okay I have played a game on the map--it was fun but playing against the AI isn't my favorite thing. And I cannot come up with any subtle strategic criticisms of your layout since, again, the AI doesn't motivate me to think that deeply.
I would consider playing a multiplayer game on it if I weren't so booked up already.
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June 6th, 2008, 08:08 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: City wars-Gang wars, a new map + mod ALPHA
the things you need to do should be seen when selecting the map and setting up the game.. else read the first post here.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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June 5th, 2008, 05:09 PM
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First Lieutenant
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Join Date: Nov 2007
Posts: 749
Thanks: 25
Thanked 28 Times in 18 Posts
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Re: City wars-Gang wars, a new map + mod ALPHA
Yeah, that's what I meant. 
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