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November 11th, 2010, 10:07 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
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Re: CBM 1.7 released
Dimaz, I like your suggestion re. making house rules to deal with gem gens instead of removing them.
I think same can be made for SDRs and hammers, so for example all my future games will have a 20 pieces cap per nation rule.
So, If you, or someone else could volunteer to make a CBM 1.7 version w/o these changes (gem gens, hammers + SDR) it will indeed be the version I'd be using when hosting games. I think if CBM had a technical way to enforce this it would have, but for MP games (with house rules) we can trust the players to adhere to the rules.
makes sense?
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November 17th, 2010, 05:45 AM
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BANNED USER
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Join Date: Nov 2007
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Re: CBM 1.7 released
Quote:
Originally Posted by WraithLord
I think same can be made for SDRs and hammers, so for example all my future games will have a 20 pieces cap per nation rule.
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If I understand correctly, and based on what I know with how the Artefacts game was setup. Limiting nations to a specific number of items can be modded (rather than use house rules) by giving each nation X starting commanders (who are immobile and die on turn 2) each equipped with whatever item you are limiting. With X being the number you want. And making the item unique (or Const 12) so they can't be re-forged.
My limited modding knowledge means I'm not sure if this has to be modded via map commands though, which might prevent it being an actual mod. (although nations starting commanders can be changed using a mod, so maybe commanders can be added as well, unless there is a hard limit of two)
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November 17th, 2010, 06:14 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
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Re: CBM 1.7 released
Sounds great 
Any idea where to start looking for how to get it done?
And come to think of it, 20 is too much, even for a large game. 5 makes more sense if the idea is to keep it for flavor only. It will also allow nations not to go out of their way in order to get those hammers. The only difference from 1 is that it's less drastic so instead of turn off the lights they are just dimmed.
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November 17th, 2010, 08:03 AM
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Second Lieutenant
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Join Date: Dec 2008
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Re: CBM 1.7 released
What's people's opinion on the different pretender prices?
... I'm thinking of the classic pretenders like Moloch, Prince of Death, liches, and Cyclops that I think aren't seen often enough now, as well as some high priced nationals like the Risen Oracle.
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November 17th, 2010, 09:47 AM
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Second Lieutenant
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Join Date: Sep 2008
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Re: CBM 1.7 released
Quote:
Originally Posted by Calahan
..giving each nation X starting commanders (who are immobile and die on turn 2) each equipped with whatever item you are limiting. With X being the number you want. And making the item unique (or Const 12) so they can't be re-forged.
My limited modding knowledge means I'm not sure if this has to be modded via map commands though, which might prevent it being an actual mod. (although nations starting commanders can be changed using a mod, so maybe commanders can be added as well, unless there is a hard limit of two)
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1) Yes, this would need to be done via map commands vs. mod commands, because
2) Yes, you are hard limited to 2 commanders at the start (i.e. the starting commander + the starting scout.)
(I realize the discussion progressed past this point, but in case anyone was interested.)
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