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May 3rd, 2008, 08:58 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
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Re: Mega Age II (Kingmaker) Sign Up!
Quote:
Xietor said:
The map is coming along. The final map image will be made available to everyone, but not the final rgb file as the starting locations for 4 races, LA Atlantis, LA marignon, EA Ryleh, and EA oceania will be set. There is no getting around la atlantis and la marignon-they have to have specific starting spots on the coast.
All border mountains have been turned into mountains, so races that can build peg castle will be able to do so.
Additionally, i have coded provinces with 4 icons on the map to have "many magical sites." if you see the volcano, the splash of water, the stone henge, or the silo icons on a province, it has been coded for "many magical sites."
The following players still have not submitted race selections:
Llamabeast
Drake49
Cor2
Moderation
Janim
At 0000 hours on May 8(new orleans time) players who did not submit race selections will be replaced with alternates and
race assignment will begin.
If you are in the top 3 alternates, it may behoove you to send in potential picks in case you make the cut. Otherwise you will be randomly assigned a race as I have no idea what race you would have liked to play.
I will not randomly assign a water race, or a blood race that requires blood sacrifice to maintain dominion.
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I would really prefer to not have any "special" provinces. There's only four of them, for how many people? It just makes certain starting locations much more valuable than others, and screws the people who aren't nearby them in the beginning.
Jazzepi
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May 3rd, 2008, 09:04 PM
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General
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Join Date: Oct 2007
Location: Poland
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Re: Mega Age II (Kingmaker) Sign Up!
I understood there are 4 types of them and there are really many of them. If there are just 4 provinces like that I am also against it. We have enough of randomness.
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May 3rd, 2008, 10:34 PM
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Second Lieutenant
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Join Date: Feb 2008
Location: Ohio
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Re: Mega Age II (Kingmaker) Sign Up!
If they were set equally distant to many capitals (for example, rings of capitals around each "many sites" provinces, though I doubt that's what's happening) it would work, since each nation would have a roughly equal chance of getting the province, and they'd be hot spots for warring (IE, whoever controls the province would get ganged up upon). Since I haven't seen the map yet, I can't really cast any judgement on it, but for now I support the concept, at least.
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May 3rd, 2008, 10:56 PM
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Sergeant
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Join Date: Dec 2006
Location: Australia
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Re: Mega Age II (Kingmaker) Sign Up!
The last megagame was reasonably balanced with hard research. It is a large game so people can go up the research tree pretty quickly. Normal research is unbalanced for a megagame IMHO.
I survived with Machaka against Helheim because I could get Flaming Arrows before attacking. Without them I would probably have been crushed by the dual blessed Helherdlings. So very hard research is probably also unbalanced.
Hard research by mid game was starting to get unbalanced with several nations shooting up the tree. However many of these nations died out later on and I eventually caught up.
So I support Xietor in using standard hard research.
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May 3rd, 2008, 11:10 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Mega Age II (Kingmaker) Sign Up!
the many magic sites icons can be viewed for yourselves. I did not add them to the map, they came with the random map. So there is no moving them or spacing them out.
capitals will be random though, except for 2 water races and 2 la races that require by the game mechanics set starting spots.
llamabeast will generate the 1st turn which will place 56 capitals randomly on the 56 starting spots on the map.
I will have no control over it. So yes a player may get a capital close to one, while another player may be far from them all.
But there will be starting spots that are better than others anyway. A player starting out next to dr. p niefel giants is going to be hard put to survive and he likely will
not even have time to search for magic sites. and you need to have the right level mage/paths to uncover them.
much more determinative to one's survival is a player's proximity to powerful aggressive nations played
by good players.
in any event i spent over 9 hours working on the map today and I am not inclined to undo what i just did-though most of the work was on neighbors/mountains.
__________________
"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, 11:52 PM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
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Re: Mega Age II (Kingmaker) Sign Up!
Quote:
Xietor said:
in any event i spent over 9 hours working on the map today and I am not inclined to undo what i just did-though most of the work was on neighbors/mountains.
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Much thanks for all the work you've put into getting this game together X! For what it's worth I've found my inspiration with Oceana and am really looking forward to seeing how well it works.
__________________
My guides to Mictlan, MA Atlantis, Eriu, Sauromatia, Marverni, HINNOM, LA Atlantis, Bandar, MA Ulm, Machaka, Helheim, Niefleheim, EA Caelum, MA Oceana, EA Ulm, EA Arco, MA Argatha, LA Pangaea, MA T'ien Ch'i, MA Abysia, EA Atlantis, EA Pangaea, Shinuyama, Communions, Vampires, and Thugs
Baalz good player pledge
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May 4th, 2008, 01:02 AM
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General
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Join Date: Sep 2004
Location: Irving, TX
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Re: Mega Age II (Kingmaker) Sign Up!
Please change your Icon Xietor.
__________________
Be forewarned, anything I post is probably either 1) Sophomoric humor, 2) Satire, 3) A gross exaggeration of the power I currently possess, 4) An outright lie, or 5) Drunken ramblings.
I occasionally post something useful.
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May 4th, 2008, 01:03 AM
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Sergeant
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Join Date: Dec 2006
Location: Australia
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Re: Mega Age II (Kingmaker) Sign Up!
Xietor, will the border mountains being converted to mountains still block the path to some neighbours?
These provinces are important to making the game more strategic.
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May 4th, 2008, 01:22 AM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
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Re: Mega Age II (Kingmaker) Sign Up!
Quote:
Xietor said:
the many magic sites icons can be viewed for yourselves. I did not add them to the map, they came with the random map. So there is no moving them or spacing them out.
capitals will be random though, except for 2 water races and 2 la races that require by the game mechanics set starting spots.
llamabeast will generate the 1st turn which will place 56 capitals randomly on the 56 starting spots on the map.
I will have no control over it. So yes a player may get a capital close to one, while another player may be far from them all.
But there will be starting spots that are better than others anyway. A player starting out next to dr. p niefel giants is going to be hard put to survive and he likely will
not even have time to search for magic sites. and you need to have the right level mage/paths to uncover them.
much more determinative to one's survival is a player's proximity to powerful aggressive nations played
by good players.
in any event i spent over 9 hours working on the map today and I am not inclined to undo what i just did-though most of the work was on neighbors/mountains.
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I really have to insist that these be taken out. None of this was present in the pretext for the game, and I think they're quire unbalancing. You're basically throwing provinces in at random with no regard to the spacing with capitals, and telling people exactly where large locations of magic sites will be at.
Jazzepi
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May 4th, 2008, 02:21 AM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Mega Age II (Kingmaker) Sign Up!
I have used these icons to use the many magic sites tag in both of the Epic Heroes games that I hosted. And I am looking at the present game, EH II. I own 1/3 the map, and 6 of 18 capitals on a 300 province map.
There looks to be 7 provinces that got the tags. And I own 1 of them. And the only magic site is has is a farm of plenty. And the one I can recall from EH I i owned has one of those plains on it that increased heat-and nothing else.
On the 900 province map, i think there were about 15 total provinces with the icons. And I do not think the tag makes them a gold mine of magical sites. I think it does increase the chance, similar to a waste province, or mountains etc.
Lolomo owns 4 of the sites on the EH II map, and I will ask him what magic sites his contain. But I do not see it as a major thing. To me it adds a small bit of spice to the province. I own 100 provinces, one of which has the tag. A farm of plenty is hardly unbalancing.
But since there are not many, it would not be hard to remove the tags. But so far we are 1 vote for them, and 1 vote against. And I would wait until we see what Lolomo's 4 sites have before we make it a big deal.
Edit-i actually own 3 of the sites, 1 was partially hidden by a castle, and the other by my army. The second site has 2 magical sites, 1 produces 1 w gem, the other 1 s gem. The 3rd has no magical sites at all.
So I am now not sure the tag does anything, or whether it is bugged or what. Though 3 is too small a sample to be conclusive.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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