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  #11  
Old April 19th, 2008, 01:09 PM

Aezeal Aezeal is offline
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Default Re: Astral Duel

make it so cleve
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
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In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #12  
Old April 19th, 2008, 04:06 PM
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Wrana Wrana is offline
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Default Re: Astral Duel

Quote:
-Starting PD>=50, to discourage immediate capital capture.
Well, at least in monkeys' case that would be for no profit.
And 10 provinces - do you mean that all provinces are capitals? If so, it would be just rush for whoever could pull it from the start... Not a lot of fun in my opinion. And I don't understand what guardians you mean in such a case.
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  #13  
Old April 20th, 2008, 09:16 AM
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cleveland cleveland is offline
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Default Re: Astral Duel

Quote:
Wrana said:
do you mean that all provinces are capitals?

No, it would be designed for only 2 nations to "duel" each other at one time. Sure, it would make a rush ridiculously easy against an unwary opponent, but of course he'd be expecting that...

Quote:
Wrana said:
And I don't understand what guardians you mean in such a case.
Test out the Conj6 spell Ether Gate. It gives you an Ether Lord (an Astral+Death) mage, and a bunch of ethereal troops; their description claims they come from the Astral Plane or some such nonsense, so it would be thematic to have them guard the "provinces."
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  #14  
Old April 20th, 2008, 02:42 PM

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Default Re: Astral Duel

The Astral Duel makes me recall an idea that QM had a while back. A game of only capitals where all were interconnected. So you would come out of your gates and immediately be fighting massive capital defense and seige battles. Game would only last 12-18 turns I bet.
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  #15  
Old April 20th, 2008, 02:44 PM

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Default Re: Astral Duel

And if you are just polling for ideas, I ran a game towards the end of the Dom2 era called, unsurprisingly, The Artifact Game. In this game I handed out all the artifacts in the game to each nation at start. It turned out to be really cool to see how each artifact influenced that nation. Also the capture and trading of artifacts was pretty cool.
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  #16  
Old April 20th, 2008, 04:12 PM
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Default Re: Astral Duel

Quote:
Ironhawk said:
The Astral Duel makes me recall an idea that QM had a while back. A game of only capitals where all were interconnected. So you would come out of your gates and immediately be fighting massive capital defense and seige battles. Game would only last 12-18 turns I bet.
I like the idea of games that only last 12-18 turns. Might be nice for a blitz... except for the amount of planning each turn might need. Or just a 1-2 week game. The artifact game seems like a fun twist too.

I've been thinking about balanced map designs lately. Here's an typical symmetrical map from Wesnoth that I've been thinking of imitating:

http://forum.wesnoth.org/download/fi...496c20f9d83e5f

http://forum.wesnoth.org/viewtopic.php?f=8&t=3483
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  #17  
Old April 20th, 2008, 04:31 PM

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Default Re: Astral Duel

Lands of Darkness

Start the game with the Utterdark up at 999 gems, and make every home province have like 300K population. Basically, this is game for summons, SCs, and blood hunting.
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  #18  
Old April 20th, 2008, 05:41 PM

Aezeal Aezeal is offline
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Default Re: Astral Duel

Ironhawk I think it would last longer since starting armies don't break walls that fast
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #19  
Old April 20th, 2008, 05:47 PM

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Default Re: Astral Duel

Only one way to know for sure
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  #20  
Old April 23rd, 2008, 10:15 PM

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Default Re: Astral Duel

Speaking of planescapes, I believe the [url=http://dom3maps.wikidot.com/system:eightgates]Eight Gates[/i] map qualifies as an unusual setting.
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