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August 5th, 2007, 12:57 AM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
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Re: New Game: Mods over Europe (recruiting players
I can understand that. Having limited magic selection is fine.
If you can come up with a good battle-mage us for F2 or E2 casters, please let me know. The only thing I can think of is building boots of earth, casting summon earth power, and spamming blade wind. Maybe the Magma spell (whose name I can not remember right now) if they get good randoms.
Or maybe casting phoenix fire and attempting to spam falling fires.
Jazzepi
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August 5th, 2007, 01:01 AM
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First Lieutenant
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Join Date: Aug 2007
Location: Honolulu HI
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Re: New Game: Mods over Europe (recruiting players
Maybe if the random picks where upped to 30-50% they would be better. You could have a 4 fire or 4 earth right out of the box as it is now, if your very lucky.
__________________
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
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August 5th, 2007, 02:43 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: New Game: Mods over Europe (recruiting players
Regarding the pearl generating drama, I'd be fine if they'd generate pearls one out of five times, but unfortunately it is not possible to mod that. Your comments make it sound like you'd exploit the gem generation thing to the fullest, and as I said before, I think it's a very unfair advantage. Other nations have their gem income limited by the number of provinces in their control and the magic diversity of their mages, you wouldn't have any limitations. You would probably be able to crank one of those guys out per turn by turn 15 or 20, and then receive a pearl for each one of those... So we are talking some extra dozen gems by turn 30, and some extra two dozen gems by turn 40-45, regardless of provinces in your control. Compare that to the cost of gem generating globals... I don't think that this is justified, sorry.
Sombre asked me if we could have a "no indies" map for this game. This means that provinces would have indy defenders in them and would generate money and resources like usual, and you could recruit units from magic sites and your own nationals from forts, but not any other type of units. I have declined that request since I think that nations should be able to complement what they are missing through indies, missile troops or amphibious units for example, and in my games I rarely use indy units, but make heavy use of indy scouts for example. But I can understand that this might be interesting so that players really play their nations to the fullest. So if there are absolutely no doubts by the other players, I could certainly make the map indy-less. Opinions?
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August 5th, 2007, 02:53 AM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
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Re: New Game: Mods over Europe (recruiting players
Eeew, no. I have no interest in playing on an indy-free map. Indies allow you to get into the water when you couldn't otherwise. They allow you to get interesting sacreds when you couldn't otherwise. Indies are like a 2nd layer of strategy on the map. Controlling certain provinces becomes even more important when they create indies you need/want.
Jazzepi
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August 5th, 2007, 03:34 AM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
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Re: New Game: Mods over Europe (recruiting players
Absolutely not. Without indies the game would be crippled.
__________________
No good deed goes unpunished...
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August 5th, 2007, 04:01 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: New Game: Mods over Europe (recruiting players
So, we have Jazzepi switched to Avernum and one open spot. I'll update the first two posts.
Xox, could you confirm your nation choice?
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August 5th, 2007, 05:30 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: New Game: Mods over Europe (recruiting players
Just want to remind everyone - if you want to playtest your nation, get the version from the links lch provided and then go to the CBM mod nations thread in the mod forum and get the CBM balanced version I've made from there.
You need both in order for the cbm one to work, but you only need to load the cbm one when you playtest.
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