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October 28th, 2011, 06:50 AM
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Second Lieutenant
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Join Date: Oct 2010
Posts: 450
Thanks: 28
Thanked 11 Times in 9 Posts
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Re: Randomocalypse - 5 players, randomly generated nations - Nations being generated
I'll choose Reheim.
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October 28th, 2011, 08:55 AM
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Corporal
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Join Date: Aug 2011
Posts: 101
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Thanked 6 Times in 3 Posts
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Re: Randomocalypse - 5 players, randomly generated nations - Nations being generated
Quote:
Originally Posted by elmokki
Then again some vanilla nations do have similiar "problems" more or less. I wouldn't be too worried if a nation gets couple of units (out of 6) that they will never recruit. An another issue is if the nation gets a powerful (powerful from the program's viewpoint) troop lineup and all the heavy infantry is utter crap or something.
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I hear you there. I never found a use for the bakemono shaman of MA Shinuyama for example
What type of diplomacy are we talking here, anyway? All treaties are binding?
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October 28th, 2011, 08:59 AM
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Major General
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Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
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Re: Randomocalypse - 5 players, randomly generated nations - Nations being generated
Quote:
Originally Posted by Lung Drago
What type of diplomacy are we talking here, anyway? All treaties are binding?
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What?
Boring.
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October 28th, 2011, 04:00 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Randomocalypse - 5 players, randomly generated nations - Design pretenders
I imagine everyone's curious to check out their opposition and I've updated the first post with nation summaries. I'm having problems uploading attachments at the moment but once I've got the combined mod uploaded I'll let you know.
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October 28th, 2011, 04:26 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Randomocalypse - 5 players, randomly generated nations - Nations being generated
Quote:
Originally Posted by Lung Drago
Also, I expect every nation will need to have different flag color. If a conflict with another player's national flag should arise with mine, I voluntarily hand over the green slimy flag in favor of a shiny yellow, for example
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Since Yelloea had already claimed yellow I switched you from green to purple. Korwin, I switched you to white since P3D already had red. Colors ok with both of you?
Quote:
Originally Posted by Jiggymike
I really like two of my choices but I thiiiink I'm going to go with Blue. Do me a little favor and give them a better name than Bluthan, thanks. Hope I'm not making a mistake by turning down those hydras!
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How about something from Tolkein? I think "Moria, The Pond of the Slain" sounds suitably ominous for the Witch Kings.
Quote:
Originally Posted by Lung Drago
What type of diplomacy are we talking here, anyway? All treaties are binding?
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Other than stating whether a game has diplomacy or not, I never make any rules regarding this. My experience has been that agreements are honored the vast majority of the time but if the game is on the line people may feel the stakes are high enough to violate a NAP. Aside from consequences in the current game, the main drawback to violating agreements is that the player may be viewed as an unreliable person to do business with in future games. Really depends on the person and the situation how they react. So, it's completely up to you how you want to approach diplo.
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October 28th, 2011, 04:38 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Ok, the mod is now attached to the first post. You'll probably want to start a test game to see the other nations' full lineups, but in any case please try a test game with your own nation. This was just a copy/paste job and everything looked ok to me but it never hurts to have someone double check things.
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October 28th, 2011, 06:54 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Randomocalypse - 5 players, randomly generated nations - Design pretenders
Another reminder: when designing your pretenders you'll want both CBM 1.92 and the game mod active.
I'm going to wait a bit to see if there are any errors in the game mod before uploading it to the server and creating the game.
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October 28th, 2011, 08:01 PM
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Major General
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Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
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Re: Randomocalypse - 5 players, randomly generated nations - Design pretenders
make sure you load CBM first, as your pretender options will be vanilla versions otherwise.
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October 29th, 2011, 01:57 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Randomocalypse - 5 players, randomly generated nations - Send pretenders
It appears everyone has downloaded the game mod and since I haven't heard of any problems with it I went ahead and setup the game on the llamaserver.
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October 29th, 2011, 03:11 PM
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Corporal
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Join Date: Aug 2011
Posts: 101
Thanks: 0
Thanked 6 Times in 3 Posts
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Re: Randomocalypse - 5 players, randomly generated nations - Send pretenders
I am soooo excited how my pretender design will work out ^^
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