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Old January 26th, 2010, 09:17 AM
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Humakty Humakty is offline
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Default Re: Tophats - The Gentleman's Game (Recruiting! 9/10 slots filled)

@ dear gent Cleveland, Lord of the Oaks : your map seems good and fine, even if I haven't checked every land mark ( I have my usual thursday golf starting soon). The only ichy points are there are no startpos, which can lead to disapointing startups (in my test game I had the whole lot of 1 land neighbour), and also that water provinces 133 and 104 have a great deal of land neighbours, which can result in some very cheesy situations for water nations, as far as i know. (which is not much, it's my very first MP game)
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Old January 26th, 2010, 09:28 AM
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Default Re: Tophats - The Gentleman's Game (Recruiting! 9/10 slots filled)

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Originally Posted by Humakty View Post
@ dear gent Cleveland, Lord of the Oaks : your map seems good and fine, even if I haven't checked every land mark ( I have my usual thursday golf starting soon). The only ichy points are there are no startpos, which can lead to disapointing startups (in my test game I had the whole lot of 1 land neighbour), and also that water provinces 133 and 104 have a great deal of land neighbours, which can result in some very cheesy situations for water nations, as far as i know. (which is not much, it's my very first MP game)
@ Humakty - Right-o! You beat me it, I haven't picked the valid starts yet. I've done it for a number of games and take it very seriously, you won't be disappointed come gameday.

Agreed, there are several water provinces with many land neighbors. This is a consequence of the island nature of the map, of trying to have lots of sea chokepoints, and of trying to keep the number of water provinces relatively low (I think it's currently ~12/uw player, as opposed to ~15/land player). Lots of water is - in my humble opinion - much worse than lots of land-water connectivity.

But everything can be changed, so if our cabal wishes to further section the oceans, it shall be done.

EDIT: I checked the numbers, I was way off on the per-province numbers. I'm going to recommend we either add an additional player, for a total of 8 land and 3 underwater nations, or change the mix to 7 land and 3 underwater nations. That'll bring the numbers more in line with the 15/12 target.

Last edited by cleveland; January 26th, 2010 at 09:43 AM..
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Old January 26th, 2010, 11:49 AM
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Starshine_Monarch Starshine_Monarch is offline
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Default Re: Tophats - The Gentleman's Game (Recruiting! 9/10 slots filled)

Good sir Cleveland, your suggestion to recruit 3 underwater nations will of course force some poor gent to pick up MA Oceania when he might have otherwise chosen a different nation.

As we all know that MA Oceania is quite underpowered and rather not so interesting to play, If we do decide to play with 3 underwater nations I then propose that we give them a bit of help with Burnsaber's fine Underwater Gameplay Improvement Mod.

I have noticed a problem however in that the Tomb Kings mod changes weapon 710: the Warhorse Hoof in CBM used on Heavy Cavalry and the like (which somehow always end up in provinces adjacent to your capital), into an utterly preposterous "Divine Flail" that Tomb Kings mentions are only supposed to be used on pretenders. I believe these to be simply copies of the CBM Divine Flails found on the Egyptian-style titan pretenders, so I shall upload a version of Tomb Kings that does away with these weapons in order to avoid unfortunate conflicts with CBM.

Last edited by Starshine_Monarch; January 26th, 2010 at 12:18 PM..
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Old January 26th, 2010, 01:08 PM
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Default Re: Tophats - The Gentleman's Game (Recruiting! 9/10 slots filled)

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I have noticed a problem however in that the Tomb Kings mod changes weapon 710: the Warhorse Hoof in CBM used on Heavy Cavalry and the like (which somehow always end up in provinces adjacent to your capital), into an utterly preposterous "Divine Flail" that Tomb Kings mentions are only supposed to be used on pretenders. I believe these to be simply copies of the CBM Divine Flails found on the Egyptian-style titan pretenders, so I shall upload a version of Tomb Kings that does away with these weapons in order to avoid unfortunate conflicts with CBM.
Would have edited, but I was a bit too late.

What I meant to say was I WOULD upload a new mod if I had any clue whatsoever on how Llama's mod combining script works. There are likely many other conflicts as well and as it is now there's no real easy way for me to fix this issue, so I humbly request that someone who knows what the heck he's doing run the mods we will be using through Llama's script...
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