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May 28th, 2008, 08:30 PM
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Sergeant
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Join Date: Oct 2006
Location: Milwaukee, WI
Posts: 376
Thanks: 14
Thanked 6 Times in 6 Posts
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Re: SingleAge mod
I think I like Dr P's mod. It seems to make mid-game power come pretty quick, but doesn't make mid-game strategies obsolete too quickly. (Says the guy who's always barely shuffling into midgame when everyone else is pooping tarts.)
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May 28th, 2008, 08:44 PM
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Major General
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Join Date: Sep 2006
Posts: 2,198
Thanks: 90
Thanked 32 Times in 22 Posts
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Re: SingleAge mod
I prefer DrPraetorious mod as well, I think it would make for a better game.
But, respect whatever choice Xietor makes.
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May 28th, 2008, 08:47 PM
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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: SingleAge mod
I like Dr. P's mod as well, as long as the 1st level spells can be set at normal. Having 1st level spells on very difficult is all well and good when you are playing the Niefel Giants, but when you are man trying to fend off said niefel Giants, you want lightning as soon as possible!
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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May 28th, 2008, 08:52 PM
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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: SingleAge mod
Unfortunately, that is not possible.
It *is* possible to set the level 1 spells to level 0 - and I think this is a good idea, myself. But there's no intermediate setting for them.
__________________
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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May 28th, 2008, 08:52 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: SingleAge mod
I was also thinking of setting the level 1 spells to level 0. I can't think of anything unbalancing about it. Just seems a bit strange.
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May 28th, 2008, 08:57 PM
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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: SingleAge mod
As Llamabeast points out, it is the same amount of research to get to level 2. And you do not get anything at level 1 that is going to slow down a good rush nation anyway.
So after being enlightened, I am fine with Dr. P's mod unless
we get a storm of objections.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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May 28th, 2008, 08:58 PM
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Private
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Join Date: Apr 2008
Posts: 9
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: SingleAge mod
Sorry, but i'm not going to be able to play 
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May 28th, 2008, 08:55 PM
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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: SingleAge mod
Incidentally, it has been brought to my attention that LA Ulm is not in use.
People may not have noticed this - but LA Ulm got a *big* power boost in the latest patch. The new black priests are extremely powerful, especially in combination with the cool national spells they've been given. LA Ulm will still require finesse to play, but with a forge bonus on E(ESFA) units, you can do some real damage.
__________________
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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