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December 5th, 2010, 09:14 AM
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Sergeant
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Join Date: Nov 2010
Location: Paris, France
Posts: 299
Thanks: 3
Thanked 3 Times in 2 Posts
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Re: Assimilation (Conquered Lands)
I'd join.
It seems like it would make you more agressive in the early game with the lure of military and magic diversity. also make some juicy nations much less likely to survive. I would be tempted to go with someone as bland as possible. Man would be screwed.
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December 5th, 2010, 10:38 AM
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Sergeant
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Join Date: Nov 2010
Location: Paris, France
Posts: 299
Thanks: 3
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Re: Assimilation (Conquered Lands)
Ulm would be screwed, rather. man would be fine...
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December 5th, 2010, 12:30 PM
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Private
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Join Date: Oct 2010
Posts: 20
Thanks: 2
Thanked 9 Times in 2 Posts
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Re: Assimilation (Conquered Lands)
Quote:
Originally Posted by Colonial
Ulm would be screwed, rather. man would be fine...
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MA Ulm's units are all high-resource, so you don't get all that much unit diversity from them, and their magic isn't the best. MA Caelum, on the other hand, with low-resource flying archers (ie, high-availability) and good air mages...
By which I mean to say, it's not always balanced with juicy nations being more inviting to conquer. In fact, I should probably re-balance it a little if I get some time at some point. Version 1.1 or somesuch, with Late maybe. 
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December 5th, 2010, 05:11 PM
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Private
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Join Date: Feb 2010
Posts: 45
Thanks: 2
Thanked 3 Times in 3 Posts
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Re: Assimilation (Conquered Lands)
Quote:
Originally Posted by Azurain
By which I mean to say, it's not always balanced with juicy nations being more inviting to conquer. In fact, I should probably re-balance it a little if I get some time at some point. Version 1.1 or somesuch, with Late maybe. 
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Actually it's most of a balance mechanisme with the most powerfull nation being the most interesting targets. The main problem would be with nations that have specific interesting units without being that powerfull (Caelum for flying units of course, nations that have unusual cross path, ...)
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January 20th, 2011, 04:07 PM
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Private
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Join Date: May 2008
Posts: 34
Thanks: 10
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Re: Assimilation (Conquered Lands)
Tried it on my other computer on 3.24 with several mods : works fine
So it must be 3.26 (or a problem with the first PC but that would be the first time I have such a difference...)
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January 20th, 2011, 04:16 PM
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Private
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Join Date: Oct 2010
Posts: 20
Thanks: 2
Thanked 9 Times in 2 Posts
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Re: Assimilation (Conquered Lands)
Quote:
Originally Posted by Thierry
Tried it on my other computer on 3.24 with several mods : works fine
So it must be 3.26 (or a problem with the first PC but that would be the first time I have such a difference...)
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Nah, it's almost certainly 3.26. It probably created some new sites within the same number range I am using (820-850 or so). The error message that was received with 3.26 is exactly what would happen if the mod tried to make a site with a number that is already being used, and then tried to assign that site as a startsite.
So it's just a bit of testing and editing to fix. My only real concern is the possibility that this won't be able to be compatible with the 'extra sites' mode any longer, if I can't find a slot of 25-30 'empty' sites.
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January 20th, 2011, 09:48 PM
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Private
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Join Date: Oct 2010
Posts: 20
Thanks: 2
Thanked 9 Times in 2 Posts
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Re: Assimilation (Conquered Lands)
Quote:
Originally Posted by Thierry
Tried it on my other computer on 3.24 with several mods : works fine
So it must be 3.26 (or a problem with the first PC but that would be the first time I have such a difference...)
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Just did some testing and I haven't been able to reproduce the error (by redownloading the files in post 1 of the thread). Is it possible you were attempting to use the mod on a map which has its own custom sites? I'm not familiar with how exactly custom map sites work, but it's probably possible that certain maps (I know the Faerun maps use custom sites) wouldn't be compatible with this mod...
In any case, it does appear this works fine with 3.26. Maybe try upgrading the other comp to 3.26 and see if it works there. Let me know if you figure anything out--if someone else posts that they're also experiencing this error, I'll look into it futher. Otherwise: enjoy! 
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January 21st, 2011, 03:36 AM
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Private
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Join Date: May 2008
Posts: 34
Thanks: 10
Thanked 0 Times in 0 Posts
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Re: Assimilation (Conquered Lands)
Ouch !
I have the error when I click 'new game' : I don't even get to select a game's name, a map or an era...
I'll try a clean reinstall this week-end...
Sorry if it's a specific problem with my install
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January 21st, 2011, 11:34 PM
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Private
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Join Date: Oct 2010
Posts: 20
Thanks: 2
Thanked 9 Times in 2 Posts
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Re: Assimilation (Conquered Lands)
Quote:
Originally Posted by Thierry
Ouch !
I have the error when I click 'new game' : I don't even get to select a game's name, a map or an era...
I'll try a clean reinstall this week-end...
Sorry if it's a specific problem with my install
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Oh yeah, I should have known that the error comes up before you select a map, given that it happened to me when I was first testing the mod (I had some site numbers wrong, which I fixed before uploading it).
Let me know how it goes after the clean re-install! Thanks for the feedback, etc. 
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December 5th, 2010, 01:49 PM
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Sergeant
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Join Date: May 2010
Posts: 317
Thanks: 16
Thanked 18 Times in 11 Posts
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Re: Assimilation (Conquered Lands)
What i like about this is the possibility of seeing the worst of people when their friendly alliance kills Mictlan and then everyone turns on each other to fight over the capital
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