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April 29th, 2008, 05:49 PM
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Sergeant
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Join Date: Feb 2008
Location: sweden
Posts: 249
Thanks: 15
Thanked 12 Times in 7 Posts
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Re: Mega Age II (Kingmaker) Sign Up!
I have followed this project with great interest but I felt I couldn´t make such a commitment this summer since I´ll be traveling a lot.
I´d like to put my name up for a list of available subs. I guess subs will be needed quite a few times during this game, so making a list of willing ones could be useful. A way to get a sneak peek at such a huge game.
Good luck everyone who signed up, I won´t miss the next one of those.
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April 29th, 2008, 05:51 PM
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Second Lieutenant
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Join Date: Feb 2008
Location: Ohio
Posts: 438
Thanks: 33
Thanked 12 Times in 9 Posts
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Re: Mega Age II (Kingmaker) Sign Up!
Following in that vein, should I happen to die off (who'd think the newb would get owned in the first year? No-one, I dare say!), I'd love to be a sub.
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April 29th, 2008, 07:40 PM
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Private
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Join Date: Apr 2008
Posts: 9
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Re: Mega Age II (Kingmaker) Sign Up!
You can sign me up for MA T'ien Chi 
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April 30th, 2008, 12:56 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
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Re: Mega Age II (Kingmaker) Sign Up!
Depending on when the game starts and on internet access in Europe, I might or might not need a sub for a week and a half near the start of the game.
Anyone who can't play the game but would like to crush some people as Niefel during the last two weeks of May?
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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April 30th, 2008, 02:05 AM
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Private
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Join Date: Apr 2008
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Re: Mega Age II (Kingmaker) Sign Up!
hry guys, i like the idea of setting up a mod where Lv 1 through 3 are normal level of research, level 4 through 6 are hard and 7 to 9 is very hard.
however faling this i think putting research on very hard and limiting level 9+ b lessed to one path at level 9+ one path at level 6+ and all others no higher than 5.
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April 30th, 2008, 05:50 AM
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First Lieutenant
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Join Date: Jun 2006
Location: Sacramento, CA
Posts: 729
Thanks: 66
Thanked 6 Times in 6 Posts
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Re: Mega Age II (Kingmaker) Sign Up!
X,
I had indicated my interest when you initially posted your first notification, but by the time I noticed this thread it was too late...sigh.
Please put me down as an alternate if someone drops out or needs a sub. Thanks
__________________
Power is an illusion...
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April 30th, 2008, 11:07 AM
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Private
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Join Date: Apr 2008
Posts: 16
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Re: Mega Age II (Kingmaker) Sign Up!
How many people has already sent their preferences? Any clue when subs would known if we are in?
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May 3rd, 2008, 10:48 AM
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Captain
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Join Date: Oct 2007
Location: guess - and you'll be wrong
Posts: 834
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Re: Mega Age II (Kingmaker) Sign Up!
Not sure if the research difficulty discussion was ever settled...
I'll preface it by saying I'm a proponent of Very Hard Research: on a map this large, somebody will undoubtedly take a huge number of forts early on, accumulate a large number of forts, i.e. mage recruitment centers, and finish all research by turn 50.
But, I also appreciate the need for certain nations to access magic to be competitive early on.
Simple solution:
Set research=Very Hard, but move all level-2 spells into level-1.
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May 3rd, 2008, 11:49 AM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: Mega Age II (Kingmaker) Sign Up!
I believe we determined it is not possible to make a mod to stagger the research. So hard is our best option.
If anyone knows more about mods than me(and the people i asked), I would use a mod that does the following:
paths 1-3 normal research
paths 4-6 hard research
paths 7-9 very hard research.
I would love a mod that could do that. But if no one makes one(and some say it cannot be done), then we will use hard research.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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May 3rd, 2008, 12:13 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
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Thanked 67 Times in 27 Posts
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Re: Mega Age II (Kingmaker) Sign Up!
What Xietor proposes isn't possible, but what cleveland proposes *is* possible.
Level,Total Easy,Total Normal,Total VD
1,20,40,100
2,60,100,260
3,120,200,520
4,220,360,940
5,380,620,1620
6,640,1040,2720
My suggestion would be:
Very Hard research
All lvl 1,2,3 spells are level 1 (lvl 2 for Con).
All lvl 4 spells are level 3
All lvl 5 spells are level 4 (3 for Con)
All lvl 6 spells are level 5
Lvl 7+ spells stay where they are.
Thus, spells level 1-3 are effectively easy difficulty.
Level 4-6 spells are effectively hard difficulty.
Lvl 7+ spells are very hard difficulty.
Item construction remains very hard difficulty.
I can generate such a mod if you want.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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