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  #1  
Old March 16th, 2005, 05:15 AM

Ironhawk Ironhawk is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

I'd like to vote for indy strength 8, maybe 7. Having indies at 9 is nice cause it will slow down first contact a little. But it will also give a disproportionately large bonus to whoever wins the first mercenaries.

I vote yes on option #2 and favor the suggested max level of 4. I think that would make for a really interesting game.

As for #4 I'm betting that most of us can agree on Zen's Pretender and Scale mods.

Quote:
Saber Cherry said:
Indy Strength 9
...
1) Human pretenders only?
2) Magic research limit? (e.g., disable spells above level X)
3) Specific spells to eliminate / nerf?
4) Other mods to use? (e.g. Zen's mods)
5) Use of a mod (for example, the one I'm working on) that weakens high level magic?
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  #2  
Old March 16th, 2005, 06:04 AM
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Arralen Arralen is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

preferences
Sites <= 45

house rules
1) Human pretenders only?
No, please.

2) Magic research limit? (e.g., disable spells above level X)
No, please. We have very difficult research to keep magics at bay for some time

3) Specific spells to eliminate / nerf?
Wish (already mentioned), some arty spells, nothing I could think off the top of my head.
But some more items may need nerfing: leeching weapons for example should be way more expensive..., contracts or similar that gives summoned units for free, etc.

4) Other mods to use? (e.g. Zen's mods)
Indifferent.
Think most will interfere with the units mod, though.

5) Use of a mod (for example, the one I'm working on) that weakens high level magic?
We have very difficult research, we have nerfed spells/items already. Weakening magic even more seems superfluous to me.


suggestions:
- No bidding on mercs, unless 2+ are available the first time.

- no pink dragons !
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  #3  
Old March 16th, 2005, 01:21 PM
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The_Tauren13 The_Tauren13 is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

I vote for no funny rules such as limiting research or magic limit on gods. I like the idea of just making a simple mod that makes all the overused stuff 2 or 3 times as expensive (ghost riders, life drain, flames from the sky, etc), and most summons (vine ogres, devils, living statues, etc) so we will use lots of troops. If we remove spells altogether, though, we wont even be playing dominions...
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Old March 16th, 2005, 01:44 PM

quantum_mechani quantum_mechani is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

I kind of like the level 4 research limit idea...

Maybe if we have enough players (and Ironhawk's server is able) we should make two seperate games.
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  #5  
Old March 16th, 2005, 03:38 PM

Ironhawk Ironhawk is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

Sheap's server can handle up to 6 games simultaneously and is not running any now that AoM is complete. So we can put up as many there as we are likely to need.

As for splitting off into two games: We could, but lets see what the consensus is or if there is a compromise that would cover any division.
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  #6  
Old March 16th, 2005, 03:44 PM
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Graeme Dice Graeme Dice is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

I'd like to play, and I'd like the level 4 research limit as well, as long as the map is crowded enough.
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Old March 16th, 2005, 08:34 PM
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Tuidjy Tuidjy is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

I usually do not see eye to eye with Patrick, but I will agree to one thing:
I would like to have rules that do not need enforcing during the game. Every
single time I have played games with such rules, people have been violating
them, deliberately or not. I would like something nice and simple.

The reason I would like to cap spells is that we want to use troops. I am sorry
to say, I usually do not build any melee troops past turn 10. Lately, my
girlfriend stopped buying troops - any troops, anytime. If you allow spells
like relief, drain life, wrathful skies, flame storm, false horror, troops
become useless. As for hard research, it does delay the time when troops become
useless, but not by that much. I assure you, on very hard research, I play
Pythium almost exactly as I play it on normal - I just start my expansion a few
turns later.

A few things:

If we will have blood nations and no caps on spell levels, magical resources
better be the standard multiplayer value of 50.

If we have a spell level cap, nation spells that are clearly above the cap, like
for example 'Blood Heritage', 'Wind guide', 'Fiend of darkness" should be modded
out.
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