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July 14th, 2005, 05:29 PM
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First Lieutenant
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Join Date: Sep 2004
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Re: two v. two v. two v. two v. two (one team want
Okay! Two votes for indies 8 and two votes for indies 9!
Welcome to quantum_mechani and Turin!
Sorry, quantum_mechani, but I do not want to try your mod this time.
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July 14th, 2005, 05:33 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: two v. two v. two v. two v. two (one team want
Quote:
Zooko said:
Sorry, quantum_mechani, but I do not want to try your mod this time.
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No problem, but would you mind giving a reason?
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July 14th, 2005, 05:37 PM
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First Lieutenant
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Re: two v. two v. two v. two v. two (one team want
Sure.
(a) I haven't looked at it, and am loathe to take the time.
(b) I don't really like "balance" mods at all. We're currently planning to use all of the Zen's mods, not because I like them, but because I believe everyone else to like them.
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July 14th, 2005, 05:39 PM
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First Lieutenant
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Re: two v. two v. two v. two v. two (one team want
(b) -- explained -- I think that there is a wide demand for "balance" mods because the "All vs. All" format punishes aggression and leads to lots of lurking/hoarding/diplomacy. I think that the basic unmodded game is well-balanced for a contest in which there is a good reward for aggression, but not well-balanced for a game in which there is extended lurking/hoarding/diplomacy etc. before the aggression starts.
So I think for *this* game -- pentagon format -- that balance mods actually "unbalance" the game more than balance it.
But I decided to use Zen's mods just so I wouldn't have to argue with people about what mods to use. :-)
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July 14th, 2005, 05:53 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
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Re: two v. two v. two v. two v. two (one team want
Quote:
Zooko said:
(b) -- explained -- I think that there is a wide demand for "balance" mods because the "All vs. All" format punishes aggression and leads to lots of lurking/hoarding/diplomacy. I think that the basic unmodded game is well-balanced for a contest in which there is a good reward for aggression, but not well-balanced for a game in which there is extended lurking/hoarding/diplomacy etc. before the aggression starts.
So I think for *this* game -- pentagon format -- that balance mods actually "unbalance" the game more than balance it.
But I decided to use Zen's mods just so I wouldn't have to argue with people about what mods to use. :-)
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Fair enough. However, I like to argue so if will indulge me...
My mod is not to limit hoarding or any other tactic(well, almost, the one and only thing reduced in power is Caelum's mages, but almost everyone agrees they are overpowerd to some degree). It is it to open up strategies that would be highly inadvisable unmodified. When was the last time you purchased light cavalry? Or for that matter any troop with less than 10 armour and no special ability (flying, sacred, ranged troop, etc.)? Now, other mods have tried to do this, but they always ended up turning off players because they boosted things that were already used, and thus made them unbalanced (i.e., cherry's boosted white centaurs). I have tried to strictly limit myself to the obviously unused troops (in some cases I also made slight tweaks to mages of themes that were used, but the theme on the whole rated very low), and even then to only boost them in small steps.
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July 14th, 2005, 06:47 PM
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First Lieutenant
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Join Date: Sep 2004
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Re: two v. two v. two v. two v. two (one team want
Well, it sounds like a good idea to me the way you put it, but I'm still only a little interested. How about we put it to a vote, and I abstain for the voting for now?
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July 14th, 2005, 07:17 PM
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Major
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Join Date: Jul 2004
Location: Alexandria, VA
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Re: two v. two v. two v. two v. two (one team want
I looked over the mods briefly today and was impressed. For example, I studied the mods on Marignon, the race I have in this game and the one I tested extensively in SP last night to make a pretender.
I was initially disappointed that QM did not change the cost of ANY of the troops that I was buying nearly exclusively in the SP test (namely Xbows, flagellents, and Chalice Knights). But then, it dawned on me that this was the exact purpose of the mod, in that it would make the other choices a bit more attractive than they currently are.
I also looked over a few of the other mods, namely the mages for C'tis and Caelum. I was pleased to see the grossly overpowered Caelum mages were nerfed a bit, for that is the correct thing to do. However, I was very dissapointed that he did not nerf the overpowered C'tis mages, for those guys are far too cheap to be a build-anywhere mage.
Overall, I would say that I am impressed with the mod and initially favorable. In fact, I would like to test it out at some time, though I doubt we could get sufficient support in this current game with our unusual format. Perhaps the next Slugfest game would be great for this.
In fact, I would even support the QM mod in this game as a test, though I will go either way.
BTW, I cannot even imagine playing a game without the Zen mods anymore. Our currently-running Song of the Blade game is living proof, as the air/astral nations with their cheesy Wrathful Skies tactic look to be the final two nations at this point.
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