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June 8th, 2008, 12:41 PM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
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Re: Conceptual Balance
I'm good with Shepherds of Creation.
Just curious how ppl regard any of the following three maps:
1. Glory of the Gods. MP version.
2. The eight gates (connection gates).
3. The all favorite Orania.
My vote goes for 7 capital VPs. In my experience 5 tends to end game preternaturally (for my taste).
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June 8th, 2008, 02:49 PM
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Major
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Join Date: Dec 2006
Posts: 1,226
Thanks: 12
Thanked 86 Times in 48 Posts
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Re: Conceptual Balance
7 as well
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June 8th, 2008, 03:24 PM
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Colonel
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Join Date: Oct 2007
Location: in a sleepy daze
Posts: 1,678
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Re: Conceptual Balance
Fine with 7.
__________________
i crossed blades with the mightiest warriors of the golden age. i witnessed with sorrow the schism that led to the passing of legends. now my sword hangs in its scabbard, with nothing but memories to keep it warm.
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June 8th, 2008, 04:12 PM
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Lieutenant Colonel
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Join Date: Nov 2006
Location: Ghent, Belgium
Posts: 1,333
Thanks: 39
Thanked 59 Times in 43 Posts
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Re: Conceptual Balance
I'd just like to check with the experienced crowd (that would be you  ) as I've nevered gotten around to using CBM before: I don't suppose any of the magic paths of summonable mages are changed in it? Everything else I can figure out in the game, and I've seen an item forging reference floating around somewhere I can dig up, but I'd rather not face nasty surprises when I summon certain creatures to expand my magical diversity.
Edit: I'm fine with 7 too.
__________________
Praeterea censeo, contributoribus magnae auctoritatis e Foro Shrapnelsi frequenter in exsilium eiectis, eos qui verum auxilium petunt melius hoc situ adiuvari posse.
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June 8th, 2008, 04:27 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
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Re: Conceptual Balance
Quote:
Amhazair said:
I'd just like to check with the experienced crowd (that would be you ) as I've nevered gotten around to using CBM before: I don't suppose any of the magic paths of summonable mages are changed in it? Everything else I can figure out in the game, and I've seen an item forging reference floating around somewhere I can dig up, but I'd rather not face nasty surprises when I summon certain creatures to expand my magical diversity. 
Edit: I'm fine with 7 too.
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Nope, I have made an effort to not change magic skills of any mages. I also have not made any items harder to forge, only easier, to avoid 'why can't I forge X' problems. Probably 90% of all changes are simply making things cheaper.
Also: 7 sounds good to me.
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June 8th, 2008, 06:04 PM
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General
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Join Date: Jul 2004
Location: Portland, ME (USA)
Posts: 3,241
Thanks: 31
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Re: Conceptual Balance
Okay. Sounds like 7 is the magic number for victory!
If folks aren't strongly against the Shepards of Creation map, then I will look into tweaking it for staring positions. Just no one can whine about their starting position.
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June 8th, 2008, 06:08 PM
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Major
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Join Date: Dec 2006
Posts: 1,226
Thanks: 12
Thanked 86 Times in 48 Posts
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Re: Conceptual Balance
But Pasha, who would do such a thing? =)
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