|
|
|
 |

January 1st, 2008, 10:38 PM
|
 |
Second Lieutenant
|
|
Join Date: Mar 2005
Location: west of DC
Posts: 587
Thanks: 6
Thanked 13 Times in 9 Posts
|
|
Re: Dynamic modded Pantheon Council Game (discussi
I think the concept for this game is interesting, but I'm at my quota for games right now. I do have a couple comments that may help you, based on a couple of the more elaborate Dominions 2 games I was in (Twan may remember these, but I don't think he was in either of them).
In "Yarnspinners 2", we had a "gamemaster" nation in the mix, and it worked out well. It was controlled by the host (who did not play), and its purpose in that game was merely to cast that global that reveals all the province ownerships. The host then posted the screenshots every 5 turns. Things to make sure of: make sure the nation isn't susceptible to event-caused attacks or dominion kill!
In "Council of Wyrms", we had an elaborate proposition/voting scheme set up. Ironhawk is right, you do need close controls over procedure to keep the politics in balance with the game. It looks like your allowed votes are very limited, which ought to help a lot. Make sure your voting procedures are carefully set down (timing, quorum, ties, etc.).
I think your turn limit is a good idea. The CoW turned very stagnant without one. When going to war potentially incurs a penalty, the action slows down a lot.
|

January 3rd, 2008, 06:27 PM
|
 |
Major General
|
|
Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
|
|
Re: Gamemaster nation
Would a gamemaster nation in a province that had no connections to any other province be immune to dominion kill?
|

January 7th, 2008, 06:11 PM
|
National Security Advisor
|
|
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
|
|
Re: Gamemaster nation
By the way Twan, I would be happy to host this on the LlamaServer. If you give me an updated version of the mod it will take me about twenty seconds to put it on the server, so it's not a problem.
|

January 10th, 2008, 07:32 AM
|
Captain
|
|
Join Date: Apr 2004
Location: France
Posts: 820
Thanks: 4
Thanked 33 Times in 24 Posts
|
|
Re: Dynamic modded Pantheon Council Game (discussi
About seduce: "seduce - need to be female assassin"
There are male seducers now (satyrs in the Blood national spell for Pythium Serpent Cult if I remember well), so stealthy should be enough to be able to seduce.
This looks very interesting.
If I understand correctly, you should break a NAP right after a vote, in order to get 6 turns to wreck havoc without the morale hit? Not that I'd break any NAP if I play, my being nice and all that...
It would also be fun if you could change the titles of Gods in-game, but I don't think whether there's a mod command for that.
|

January 10th, 2008, 11:28 AM
|
Captain
|
|
Join Date: Nov 2006
Location: Sweden, Ume�
Posts: 991
Thanks: 5
Thanked 1 Time in 1 Post
|
|
Re: Dynamic modded Pantheon Council Game (discussi
Sounds cool, I would probably play.
|

January 10th, 2008, 06:07 PM
|
Captain
|
|
Join Date: Apr 2004
Location: France
Posts: 820
Thanks: 4
Thanked 33 Times in 24 Posts
|
|
Re: Dynamic modded Pantheon Council Game (discussi
I tested, and it's indeed possible to mod spells in-game. There are just weird behaviours on the first turn when you mod them (the spell appears to remain in the old school, but with new description and all, so you may not be able to cast it if you have the required level in the good school but not the old school. It then behaves correctly after one more turn.)
I don't know how you tag a spell as national, however, so I just tested with a #newspell.
You might even add some creatures which cannot be summoned unless the spell has become allowed. Or ban some spells from being cast: "By five votes versus three, Tartarian Gates have been permanently closed, and Titans whall remain where they are." So Tartarian Gate spell is modded out till next vote. Or maybe it summons a butterfly instead of a Tartarian...
|

January 11th, 2008, 12:58 PM
|
 |
Captain
|
|
Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
|
|
Re: Dynamic modded Pantheon Council Game (discussi
Sorry for the delay, when I proposed this game I was supposed to have time, but finally for this month and perhaps february I replace a colleague who had an accident and have some commitments even the WE, so got less time to play or organize games (or continue my numerous dom related projects). I probably won't start this one before a month.
|

January 12th, 2008, 12:40 PM
|
 |
Major General
|
|
Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
|
|
Re: Dynamic modded Pantheon Council Game (discussi
Ooh, that should put the start post-patch. Can I reserve the new nation (assuming we're in the correct era).
|

January 30th, 2008, 02:51 PM
|
Lieutenant General
|
|
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
|
|
Re: Dynamic modded Pantheon Council Game (discussi
Bump for new patch.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|