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January 21st, 2010, 03:38 PM
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First Lieutenant
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Join Date: Jun 2006
Location: Sacramento, CA
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Re: Blood Red (closed - setting up)
Baalz, I concur with your statements; I think it is the recruit anywhere sacreds that put the nation over the top. So, some additional balancing should probally occur. The question is: how much time to you allow for this before starting the game? I'm not opposed to going forward w/o further changes, but this will inevitably lead to certain decsions in game that might not otherwise occur if the nation were more balanced.
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January 21st, 2010, 04:15 PM
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Captain
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Join Date: Nov 2004
Location: Finland
Posts: 812
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Re: Blood Red (closed - setting up)
Took a look at Themiskyra, and I have to agree they look way too good. They need serious toning down to be in the same ball-park with the other nations 
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January 21st, 2010, 05:46 PM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
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Re: Blood Red (closed - setting up)
I'm inclined to down-power them myself. I just won a fight in Dramatica I probably shouldn't have (although I did get pretty damn lucky even so).
Vanilla Jade Maidens (and all the other amazon sacreds) are pretty lightly armoured, which may be why they aren't often used in preference to nationals. In Dramatica, there's the added problem that they have more prot than they were intended to, which doesn't help things at all.
Other than sacreds, Themiskyra isn't really great at melee (str 9 and spears - even with decent armour and defence, the basic units just don't seem to get anywhere against armoured troops) and so there might be an argument for having a sacred available anywhere. For this game though, I'd rather see how it went with cap-only sacreds.
The attached mod is a significant update:
- sacreds have a higher resource cost and Jade Maiden prices have been bumped to 60.
- armour is toned down a lot.
- sacreds are cap only.
This should change things noticeably, I hope.
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January 22nd, 2010, 10:16 AM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
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Re: Blood Red (closed - setting up)
Alright, I've no objection to Themiskira in this state. I'm going to be out for the next couple days, I'll try to get everything settled and get the game up for Sunday so everyone finalize your pretenders. Last call for map discussion, unless anything else is added I'll pick one of the ones Truman suggested. Pyg, if you could rebundle the mod package with the changes Gregstrom put in?
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Baalz good player pledge
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January 22nd, 2010, 01:19 PM
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BANNED USER
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Join Date: Jan 2009
Location: a small farm
Posts: 340
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Re: Blood Red (closed - setting up)
Final version? Probably not as only a few people have tested it. Here is version 3.
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January 22nd, 2010, 01:36 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Blood Red (closed - setting up)
That little pyg makes me squeal every time.
So cute!
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January 22nd, 2010, 02:49 PM
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BANNED USER
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Join Date: Nov 2009
Posts: 122
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Re: Blood Red (closed - setting up)
Ogre maneaters and pitfighters are missing their weapons in the current version.
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The Following User Says Thank You to Tollund For This Useful Post:
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January 22nd, 2010, 04:21 PM
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BANNED USER
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Join Date: Jan 2009
Location: a small farm
Posts: 340
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Re: Blood Red (closed - setting up)
OK. Test #4. The process turned up an ' sprnbr too high for this file' that went away by changing the order of the mods. Weird. I'm going to chalk it up to the Ogres being ornery.
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January 22nd, 2010, 06:32 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Blood Red (closed - setting up)
'sprnbr too high' can also turn up halfway through a game, btw. It used to be a major pain in the *** when trying to use mod nations. The limits have been increased, but are still there. One of the reasons I've never tried to start another big all mod nations game.
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January 22nd, 2010, 06:38 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
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Re: Blood Red (closed - setting up)
Well Tourmaline had 8 mod nations, and we didn't have any problems. By my count we have 7 here.
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