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April 21st, 2010, 03:13 AM
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Corporal
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Join Date: Apr 2009
Location: California
Posts: 176
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Thanked 49 Times in 25 Posts
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Re: MA Nation: Shangri-La, Hidden City of the Secret Masters v1.45 (Apr. 2010)
Ah, good. Glad that works.
11 yetis... that seems pretty potent. Let me know your impressions on whether it seems excessive in-play.
I also noticed that two priests (the Demon Hunter and the Ragyapa) were not flagged as #holy. That will be fixed in the next version.
Also, I made a new flag in the same style as Zepath's Streamers and Standards. Preview of it and the new mod banner attached.
Question for Linux guys out there: does it cause any filename/path problems that the mod's directory name has a space in it ("Shangri La")? Would it be better, for maximum compatibility, to change it to, say, "Shangri-La", or "Shangri_La"?
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April 21st, 2010, 03:28 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
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Re: MA Nation: Shangri-La, Hidden City of the Secret Masters v1.45 (Apr. 2010)
Quote:
Originally Posted by Globu
Question for Linux guys out there: does it cause any filename/path problems that the mod's directory name has a space in it ("Shangri La")? Would it be better, for maximum compatibility, to change it to, say, "Shangri-La", or "Shangri_La"?
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I don't think that the space would cause problems in Linux, but llamaserver has a issue with mods that have a space in their name. Naming it "Shangri_La" would be the safest bet, IMHO.
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The Following User Says Thank You to Burnsaber For This Useful Post:
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April 21st, 2010, 04:20 AM
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Corporal
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Join Date: Apr 2009
Location: California
Posts: 176
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Re: MA Nation: Shangri-La, Hidden City of the Secret Masters v1.46 (2010-04-21)
Thanks for the quick answer, Burnsaber.
Alright, new version up. I was going to hold off on another update until I had a more substantial batch of changes, but, since I'm changing file paths and mod filename, I figured the sooner the better to get it out.
For those with ongoing games that reference the mod as originally filenamed, it is safe to delete the original mod directory. Both the legacy version (Shangri La.dm) and the now-standard version (Shangri_La.dm) reference the new directory, but, aside from name and mod descriptor text, are identical.
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May 3rd, 2010, 09:59 AM
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Corporal
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Join Date: Dec 2006
Location: Jotunheim
Posts: 66
Thanks: 7
Thanked 7 Times in 7 Posts
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Re: MA Nation: Shangri-La, Hidden City of the Secret Masters v1.45 (Apr. 2010)
Quote:
Originally Posted by mehrunes_dagon
Quote:
Originally Posted by Globu
this a typo/gaffe? Should it be "#effect 10001"?
(Mehrunes_dagon, I suppose you could, as a quick test, change the effect to 10001 and see if that makes it work.)
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Thanks, Globu, it worked. Got 11 Yeti in 1 call.
#10-2+3=11. fine
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Quote:
Originally Posted by Globu
Ah, good. Glad that works.
11 yetis... that seems pretty potent. Let me know your impressions on whether it seems excessive in-play.
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Played the game to the final stage (against mighty AI). Got nearly killed at the beginning, due to low income of money and gems.
I like no-upkeep troops but most Shangri-La summons cost money. The only exception IMHO are Klu and Yetis.
Globu, why Klu mages are free, but undead and demon summoned infantry is not? I suggest that demons/undead should cost no money but bring unrest and/or eat population.
And why no difference between two forms of Klu? Judging by description, human form should at least travel faster. But the only difference i noticed is lack of boots slot on serpent form.
I suggest that human form be made faster, not cold-blooded, and unable to go underwater.
In general this nation is interesting to play. It does not look overpowered, though has full magic coverage and powerful priests.
Crowds of yeti are good against most middle-era nations, but the problem is to survive the beginning with 9 water dormant pretender and lucky scales, and find enough water gems.
With construction 6, evocation 4 and conjuration 6, and some earth and air gems, crowd of thunder-striking theurangs is a win.
With scales set to easy win later in the game, surviving debut is difficult. So playing this nation is interesting.
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May 4th, 2010, 09:03 PM
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Corporal
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Join Date: Apr 2009
Location: California
Posts: 176
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Re: MA Nation: Shangri-La, Hidden City of the Secret Masters v1.45 (Apr. 2010)
Awesome feedback, mehrunes_dagon. Much thanks.
Quote:
Originally Posted by mehrunes_dagon
Played the game to the final stage (against mighty AI). Got nearly killed at the beginning, due to low income of money and gems.
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Yeah, that's a pretty serious disadvantage at the beginning. Did you tend to get a lot of your sacreds and hidden masters? (At 60 or 70 a pop for the sacreds, and 400 for an HM, that's quite an expensive proposition.)
Quote:
I like no-upkeep troops but most Shangri-La summons cost money. The only exception IMHO are Klu and Yetis.
Globu, why Klu mages are free, but undead and demon summoned infantry is not? I suggest that demons/undead should cost no money but bring unrest and/or eat population.
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Good point. I'll look into that.
Quote:
And why no difference between two forms of Klu? Judging by description, human form should at least travel faster. But the only difference i noticed is lack of boots slot on serpent form.
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I haven't checked out the summons in too much detail yet, but it's about time to. Yeah, you're right about that. Plus AP should be lower on the serpent form, and a few other things. That's definitely on the list of things to fix for the next version or so.
Quote:
I suggest that human form be made faster, not cold-blooded, and unable to go underwater.
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Makes sense. I'll check the vanilla nagas and check for other appropriate points of difference.
Quote:
In general this nation is interesting to play. It does not look overpowered, though has full magic coverage and powerful priests.
Crowds of yeti are good against most middle-era nations, but the problem is to survive the beginning with 9 water dormant pretender and lucky scales, and find enough water gems.
With construction 6, evocation 4 and conjuration 6, and some earth and air gems, crowd of thunder-striking theurangs is a win.
With scales set to easy win later in the game, surviving debut is difficult. So playing this nation is interesting.
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Again, great feedback! Will fix the klu/naga and upkeep issues (which I suspect are likely from copy-pasted stats, and Nounours simply forgot to zero out the gcosts), and look forward to any more feedback you have if you play more.
Oh, as an aside, I'd like to know what you think about the changes to the Rje and Gelug gold costs, having played through with it. And about whether it would be a good idea to throw priest 1 on the Rje, gameplay-wise (the description would need to be edited slightly to adjust for it, obviously).
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May 6th, 2010, 02:29 AM
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Corporal
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Join Date: Dec 2006
Location: Jotunheim
Posts: 66
Thanks: 7
Thanked 7 Times in 7 Posts
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Re: MA Nation: Shangri-La, Hidden City of the Secret Masters v1.45 (Apr. 2010)
Quote:
Originally Posted by Globu
Quote:
Originally Posted by mehrunes_dagon
Played the game to the final stage (against mighty AI). Got nearly killed at the beginning, due to low income of money and gems.
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Yeah, that's a pretty serious disadvantage at the beginning. Did you tend to get a lot of your sacreds and hidden masters? (At 60 or 70 a pop for the sacreds, and 400 for an HM, that's quite an expensive proposition.)
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Yes, first victories were won by crowds of Mi Dred. I only fought Skaven and Nekehara at that point, but i think that with quickness bless Mi Dred is the best soldier money can buy. Guardians of the hidden valley are slower, and thus suffer more from ranged attacks before they charge enemy.
Quote:
Originally Posted by Globu
Oh, as an aside, I'd like to know what you think about the changes to the Rje and Gelug gold costs, having played through with it. And about whether it would be a good idea to throw priest 1 on the Rje, gameplay-wise (the description would need to be edited slightly to adjust for it, obviously).
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Rje is capital-only, costs more than Mi Dred, and is slower. Secondly, with my sloth/disorder/cold dominion capital lacks resources for buying enough Mi Dred, so i did not buy any Rje.
Gelug with crystal shield is the divine blesser, so one per sacred army is needed. He can also be communion master. Unfortunately i did not try to use mage communion in this game, because in the beginning i did not know enough spells to make it useful, and later used crowd of thunderstrikes.
Since i did not use Rje, used only few Gelugs and other top-ranking mages, i have no opinion on the price of commanders.
About making Rje able to bless himself. Self-blessing and well-equipped Rje is a small auxillary army. And i further suggest that Rje be hireable everywhere. Many nations can hire nice sacred commanders everywhere. Marignon, for instance. IMHO this makes games more interesting.
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May 9th, 2010, 01:46 AM
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Corporal
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Join Date: Apr 2009
Location: California
Posts: 176
Thanks: 71
Thanked 49 Times in 25 Posts
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Re: MA Nation: Shangri-La, Hidden City of the Secret Masters v1.49
Good feedback. Thanks again.
I'm not sure yet of making Rje recruit-anywhere, since its rationale is capital-restrictive by definition (Shangrilan "kings," as it were) but I did go ahead and add a priest level. It'll at least give a good consolation prize when plopping down 400 for a Hidden Master or 240 for a Wise One is too expensive.
There are a number of other changes, including revising almost all human sprites. I'll be getting to the nonhuman sprites shortly.
If you play another game with it, I'd be happy as a clam if you keep that feedback rolling in. (And you should notice some improvement (hopefully) in the sprites and in a few other things -- notably, PD still wasn't working 100% correctly, and Mi Go weren't showing up in 20+ like they were supposed to.) For myself, I'm currently playing an SP game on the 700-province Anastasia map -- pretty huge.
Anyway, for everyone else:
UPDATE: I'm currently maintaining this mod in its latest versions at the new forums. Please go there, linked at the top of the OP, for version 1.51.
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