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May 2nd, 2008, 05:34 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Mega Age II (Kingmaker) Sign Up!
no, races will be assigned on may 7, or when everyone turns their picks in.
It may be a good idea for the 1st 2-3 alternates to send me picks as well. If may 7 comes and picks are not in, then the players will be replaced.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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May 2nd, 2008, 07:05 PM
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Private
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Join Date: May 2008
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Re: Mega Age II (Kingmaker) Sign Up!
I'm in
edit: i'm a new player so I really don't mind which race I get
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May 3rd, 2008, 10:29 AM
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Second Lieutenant
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Join Date: Feb 2007
Location: Chambéry (France)
Posts: 511
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Re: Mega Age II (Kingmaker) Sign Up!
Quote:
Xietor said:
There is only one water race left-EA Oceania. Thanks for all of the offers to take a water race, but you may want to look at ea oceania before making the offer. It seems like this race would have a hard time if it left the water.
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I had a look on EA Oceania, it does not look like a pain in the neck. AW or AN mages can help going out of water. Also depends on the pretender, of course. I can maintain my offer if a water nation still lacks & if it helps you starting the game.
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May 3rd, 2008, 10:48 AM
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Captain
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Join Date: Oct 2007
Location: guess - and you'll be wrong
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Re: Mega Age II (Kingmaker) Sign Up!
Not sure if the research difficulty discussion was ever settled...
I'll preface it by saying I'm a proponent of Very Hard Research: on a map this large, somebody will undoubtedly take a huge number of forts early on, accumulate a large number of forts, i.e. mage recruitment centers, and finish all research by turn 50.
But, I also appreciate the need for certain nations to access magic to be competitive early on.
Simple solution:
Set research=Very Hard, but move all level-2 spells into level-1.
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May 3rd, 2008, 11:49 AM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Mega Age II (Kingmaker) Sign Up!
I believe we determined it is not possible to make a mod to stagger the research. So hard is our best option.
If anyone knows more about mods than me(and the people i asked), I would use a mod that does the following:
paths 1-3 normal research
paths 4-6 hard research
paths 7-9 very hard research.
I would love a mod that could do that. But if no one makes one(and some say it cannot be done), then we will use hard research.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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May 3rd, 2008, 12:13 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: Mega Age II (Kingmaker) Sign Up!
What Xietor proposes isn't possible, but what cleveland proposes *is* possible.
Level,Total Easy,Total Normal,Total VD
1,20,40,100
2,60,100,260
3,120,200,520
4,220,360,940
5,380,620,1620
6,640,1040,2720
My suggestion would be:
Very Hard research
All lvl 1,2,3 spells are level 1 (lvl 2 for Con).
All lvl 4 spells are level 3
All lvl 5 spells are level 4 (3 for Con)
All lvl 6 spells are level 5
Lvl 7+ spells stay where they are.
Thus, spells level 1-3 are effectively easy difficulty.
Level 4-6 spells are effectively hard difficulty.
Lvl 7+ spells are very hard difficulty.
Item construction remains very hard difficulty.
I can generate such a mod if you want.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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May 3rd, 2008, 12:30 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Mega Age II (Kingmaker) Sign Up!
That would be great Dr. P, But I am not sure any spells should be easier to research than normal. Normal levels are not too bad. And it really makes the bless nations a bit weaker if some spells are set to easy.
My fear is it makes the penalty for drain 2 too small of a price to pay for 80 design points.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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May 3rd, 2008, 12:53 PM
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National Security Advisor
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Join Date: Nov 2006
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Re: Mega Age II (Kingmaker) Sign Up!
Sounds like a cunning plan Dr. P. I'd suggest level 3 -> level 2 rather than 1 though. That way level 2 and level 3 spells are both at approximately normal difficulty, and also there will be no gap at level 2.
There is also the quirk that no spells will be available at level 6. You might want to take an educated decision and split the level 6 spells into more and less powerful ones, putting the less powerful ones at level 5 and the more powerful at level 6.
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May 3rd, 2008, 12:56 PM
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Lieutenant Colonel
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Join Date: Nov 2006
Location: Ghent, Belgium
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Re: Mega Age II (Kingmaker) Sign Up!
If you make all lvl 3 spells lvl 2 and keep Dr.P. suggestion otherwise unchanged that would make lvl 2 spells (now at lvl 1) effectively normal difficulty, and lvl 3 spells a little bit harder than normal.
It would of course mean there are no lvl 6 spells anywhere.
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Praeterea censeo, contributoribus magnae auctoritatis e Foro Shrapnelsi frequenter in exsilium eiectis, eos qui verum auxilium petunt melius hoc situ adiuvari posse.
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May 3rd, 2008, 12:57 PM
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Lieutenant Colonel
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Join Date: Nov 2006
Location: Ghent, Belgium
Posts: 1,333
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Thanked 59 Times in 43 Posts
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Re: Mega Age II (Kingmaker) Sign Up!
Eh, Llama. Stop saying exactly the same thing as me, but explained more clearly. It makes me look an illiterate copycat.
__________________
Praeterea censeo, contributoribus magnae auctoritatis e Foro Shrapnelsi frequenter in exsilium eiectis, eos qui verum auxilium petunt melius hoc situ adiuvari posse.
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