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June 6th, 2007, 09:01 AM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Chicagoland
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Re: Armadillo - new game (recruiting)
Quote:
llamabeast said:
Hmm, okay. Well do people think VPs would work better?
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VPs seem even more susceptible to paradrop than percenatage provinces condition.
Victory conditions I like to use in games I host is 51% dominion victory, using the mid dominion value of 15 (it runs on a scale of 11-20 for each of your candles). I set the needed victory score to: 15 X (half of provinces plus 1) (or as close as I can get it with the damn slider!).
This eliminates the concern of paradrop, since victory is based on dominion spread, not province control.
I don't think many people are used to this condition, so I'm not sure it will fly.
But the game IS called Dominions, after all..
__________________
In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...
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June 6th, 2007, 09:18 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
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Re: Armadillo - new game (recruiting)
Themetically a Dominion victory makes the most sense.
That 31% province victory sounds too low. 2 nations could easily reach that at almost the same time. I would prefer at least 41%
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June 6th, 2007, 09:26 AM
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Major General
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Re: Armadillo - new game (recruiting)
274 province map with 21 players is 13+ provinces per player.
33% provinces is 91+ provinces needed to win.
Seems ok to me. The winner will after conquer the equivilent starting land of 6 other players. Anyone who does that and owns over a 1/3 of the map deserves victory.
Anyone who gets 60+ provinces is going to get jumped by a bunch of other players anyway. I reckon the game will last 60 - 100+ turns with those victory conditions.
But at the end of the day I am easy on what victory conditions we use.
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June 6th, 2007, 10:15 AM
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General
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Re: Armadillo - new game (recruiting)
% province is not only susceptible to paradrop from Teleport and Cloud Trapeze, but Flying and Remote attack spells such as Call of the Wilds/Winds, Ghost Riders etc. too so I'd set the victory condition to at least 50-60% if you want to have it by provinces. Otherwise one only needs a couple of scouts to find weak spots.
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June 6th, 2007, 10:18 AM
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Corporal
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Join Date: Mar 2007
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Re: Armadillo - new game (recruiting)
Opening my MODS folder, I see the following inside:
3 more folders
1) Black Tome (folder)
2) Mods (folder)
3) Maps (folder)
Does that sound right?
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June 6th, 2007, 10:32 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Armadillo - new game (recruiting)
lch and Tera - I would have thought that by the time you can pull that off, you deserve to win. But if not - what would you suggest instead?
Reverend - sounds interesting, although I might be inclined to set victory a little lower. What do people think of this?
Arghaii - no, sorry. I've now fixed the first post with better instructions - sorry! The contents of the 'mods' and 'maps' folders you have there should really go in the 'dominions3\mods' and 'dominions3\maps' folders themselves, if you see what I mean. i.e. you should only have one layer of directories within your dominions directory. Similarly you should put the contents of the 'Black Tome' folder straight into your 'mods' folder. Ugh, I'm making all this sound much more complicated than it is.
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June 6th, 2007, 10:51 AM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Chicagoland
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Re: Armadillo - new game (recruiting)
Quote:
llamabeast said:
Reverend - sounds interesting, although I might be inclined to set victory a little lower. What do people think of this?
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A minimum of one candle in half plus one of provinces might work? (i.e., a required dominion score of 11 * (half of provinces plus one))
Or stronger dominion over one third of the map? (15 * (33% of provinces))
__________________
In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...
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June 6th, 2007, 11:34 AM
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Major
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Join Date: Nov 2003
Location: Finland
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Re: Armadillo - new game (recruiting)
Quote:
llamabeast said:
lch and Tera - I would have thought that by the time you can pull that off, you deserve to win.
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Perhaps. My point was that some nations can do mass teleportation much easier than others.
I don't think remote attack spells are really a problem, as they have trouble breaking PD, cost more gems, and the ones like Ghost Riders and the Horror attacks leave the province in independent control.
Similarly, win by dominion favors nations with blood sacrifice.
I personally think it's best when games end naturally, when the remaining players concede that one player, or an alliance, is the winner.
__________________
Great indebtedness does not make men grateful, but vengeful; and if a little charity is not forgotten, it turns into a gnawing worm.
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June 6th, 2007, 12:12 PM
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Major
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Re: Armadillo - new game (recruiting)
33% of the provinces sound good, but i would not make it to a fix condition (more like someone gets that percentage, lasting players decide if the one is still contested or not). So that if 2 players share half the map each they can play it to the end. This way paradropping wont count as a victory, as players can fight back afterwards and to win you really have to control the provinces.
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June 6th, 2007, 02:06 PM
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National Security Advisor
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Join Date: Nov 2006
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Re: Armadillo - new game (recruiting)
I like Reverend's dominion idea, and will probably use it in a future game. But being as it would probably affect pretender design significantly, I don't think we'll use it this game.
How about: In order to win, you have to take 33% of the provinces, and hold them for 3(5?) turns? Sound good?
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