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  #1  
Old September 2nd, 2007, 10:35 AM
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Default Re: Putting together a megamod for a megagame (lon

I believe that Foodstamp ran out of *nation* slots.

There are possibly some nations that could be replaced, because few people want them - but the purpose of the megagame is to see every nation played, so I think it misses the point to do that. Descriptions show up in declaration-based order, I think - so I might just permute the order of declarations in the mod allowing everyone to see descriptions for their own stuff.

Also, the description overflow bug might be fixed in the next patch.

Reconciling the two vampire nations will require some work - especially as I will not be changing any of the existing vanilla stuff (although in the case of the over-nerfed dom3 vampires I think it would be a good idea, that isn't the point of this exercise.) Nonetheless, I could port some units and description from one nation to another fairly easily. The more material I have to work with, the easier it is to construct a balanced nation. If the result seems a little schizophrenic, there are several schizophrenic nations in vanilla (LA Marignon, LA Ulm) so that's fine.

Distinctive naming is also not a problem. The entire kabootle will appear only as a single unified mod file, so it should be fairly easy to avoid confusion.
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Old September 2nd, 2007, 08:05 PM

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Default Re: Putting together a megamod for a megagame (lon

I really want to say "Include Tomb Kings!" - so I guess I'd better finish it!
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Old September 2nd, 2007, 11:11 PM
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Default Re: Putting together a megamod for a megagame (lon

Aye, I meant nations. I thought that is what I said too lol.
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Old September 3rd, 2007, 01:18 AM

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Default Re: Putting together a megamod for a megagame (lon

I was just thrown when you said you'd move units around to free up more slots. Now I get it though. You'll make like a three ages of Ctis composite, or a MA Ermor and Pythium composite, freeing up more nation slots without losing lots of units from the game entirely.
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Old September 3rd, 2007, 01:32 AM
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Default Re: Putting together a megamod for a megagame (lon

ja
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Old September 3rd, 2007, 10:19 AM
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Default Re: Putting together a megamod for a megagame (lon

The three ages of C'tis composite wouldn't be so bad.

An Ermor-Pythium composite would be farking insane .

That said, for now, I will probably be making composites of the existing nations.

I'd like feedback on my first round of balance/compliance changes. This post will contain data on Foodstamp's mods.

Haida Gwaii:
* Replaced all "River Fortress" (admin 20) with "Tel City" (admin 40).
* Changes to commanders:
-- Eagle Talon is now AAAEE, 110% AEWN. Costs 300 gold (Grand Master, +10% for not being old and lightning res).
-- Voice of the Killer Wales is now WWWN, 100% AEWN, no research bonus, can sail. Costs 225 gold (Goetic Master, + for not being old and for water breathing.)
-- Coyote Mother's stats are unchanged, cost reduced to 150 gold (Mother of Avalon, plus for a priest level).
-- Kachina is now stealthy. Stats otherwise unchanged.
-- Toad Tribe Shaman now costs 75 gold.
-- If I can manage it, Sgaana Tyee will grant small number of units waterbreathing.
* Changes to National Summons:
-- Thunderbirds are now sacred, stealthy.
-- Frenzy of the Deeps costs only 12 gems, spell is level 3.
* General Comments (things I can't/won't do):
-- Shouldn't they have a spell that makes an Orca? Probably as a commander, maybe with death magic?

Gaea
* Misc Compliance
-- Gaea, just as a name, not so different from Pangaea. I'll use "Kishar", a sumerian equivalent. The nymphs can be renamed Asherites, and the dryads can be renamed Inanites. The ents are compliant.
-- The amount of nature needs to be reduced slightly. 6s on things is just a bit much. Single path kinda isn't viable. I'm going to reduce the nature on all the stuff by 2 and give them NESD randoms.
-- I'm going to add a bunch of vinemen and vine ogre related stuff, since that fits them into the game world as a distinct nation from Pangaea.

* Pretenders
-- World Tree is now NNE, domstr 4, and is free (as a game balance decision to encourage you to take it.)
* Starting Army
-- Starting army is now 15 sprites and 20 vinemen.
-- Starting commanders are now a nymph and a.... something other than an ancient.

-- To be continued --
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Old September 3rd, 2007, 07:23 PM
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Default Re: Putting together a megamod for a megagame (lon

This is a post for discussing the following mods: Padmassa, Arga Dis, Theran Empire, Sanguinia.

All of these are blood nations, several are blood/death or blood/astral or both, and that's too many, especially as four completely distinct nations. They're also all somewhat thin - several are not diverse enough to be competitive, I believe. One nation in three ages, OTOH, functions a little better, and 5/11 blood doesn't drastically increase the number of blood positions, as a fraction of the total. With this diversity of units to choose from, the positions should be tactically diverse, as well.

Thus you have EA Padmassa - The Black Coven, MA Padmassa - Horror Scourge, and LA Padmassa - Reign of the Vampiri. It's ESBD in every era, and makes sensical use of all of these units and artwork in only three slots.

The four clans from Amos' Theran empire would be retained, and the Argans would be added as an extra clan, maybe the Sanguinians are drawn from the same clan or maybe they replace one of those clans in the late era? I'll reread the flavor text and try to preserve as much of it as I can.

EA Padmassa would inherit a share of the units from every era, mostly with more primitive armor and weapons. The circle masters are experimenting with horrors and vampirism, in addition to the evil stuff I already have them doing.
MA Padmassa would get all of the Theran Empire and most of the Arga Dis units. The giant ogres from Arga Dis will be horror-infected somehow. The Argans are not physically afflicted like the other clans - the insidious influence of the horrors is what gives them their unique "personality".
LA Padmassa would get all of the Theran Empire units, most of the Sanguinia units and some of the Arga Dis units. The vampires will all be reconfigured to be conforming - only, you know, they won't suck.

To avoid confusion with the source material, I just call it Padmassa in every era. I don't care if people get my mod confused; given how long it takes me to do this I probably won't be able to maintain my version anyway.

Anyway, this seems like the best way to fit all these great units into a restricted number of slots and without including too many blood nations.

P.S. - I think that, at one point or another, that I got permission to do this from all the mod authors for this section, but I need to doublecheck before I proceed.

Also, it'd be nice if people were really, actually okay with this fusion, and not just "yeah you do what you want". I can work on this further if they feel that it doesn't do their work justice, or I don't have to include it, obviously.
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