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May 26th, 2008, 07:36 AM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: Mega Age II -Kingmaker(full) Race selection
Actually, if someone is stuck with EA pan, I would change them a bit to compensate for the loss of free spawn, and i have consulted with QM about how already. A consensus of 2 between myself and QM is not bad! QM does this sort of thing for a living.
But Baruk and dryunda have saved me the trouble of modding EA Pan by picking LA Abysia and LA Mictlan respectively(: And I so looked forward to my modded Minataur Warriors spanking your Niefel Giants Dr. P(:
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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May 26th, 2008, 10:53 AM
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Major
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Join Date: Mar 2008
Posts: 1,099
Thanks: 56
Thanked 122 Times in 48 Posts
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Re: Mega Age II -Kingmaker(full) Race selection
The simplest mod for LA Pangaea would have been to clear the special abilities of the commanders, replace them, and use the #domsummon command to replace the free spawning. This would have allowed Pangaea to keep their free spawn no matter what level of order or turmoil they took.
Besides, it doesn't make sense to mess with minotaurs when pans are the units being affected. It would changed the dynamic of the nation so much that it would play like a completely different race.
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May 26th, 2008, 10:54 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: Mega Age II -Kingmaker(full) Race selection
Quote:
AreaOfEffect said:
The simplest mod for LA Pangaea would have been to clear the special abilities of the commanders, replace them, and use the #domsummon command to replace the free spawning. This would have allowed Pangaea to keep their free spawn no matter what level of order or turmoil they took.
Besides, it doesn't make sense to mess with minotaurs when pans are the units being affected. It would changed the dynamic of the nation so much that it would play like a completely different race.
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The whole point is to remove the freespawn entirely. The issue is with the limit cap of the game.
Jazzepi
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May 26th, 2008, 02:44 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Mega Age II -Kingmaker(full) Race selection
Quote:
Xietor said:
A consensus of 2 between myself and QM is not bad! QM does this sort of thing for a living. 
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Actually, I agree with Dr. P, it's not really necessary. As I said though, if you're really set on doing something, I think slightly reducing the cost of pans to account for losing the maenad power seems most reasonable.
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May 26th, 2008, 04:09 PM
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Corporal
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Join Date: Feb 2008
Location: CT, USA
Posts: 195
Thanks: 14
Thanked 3 Times in 2 Posts
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Re: Mega Age II -Kingmaker(full) Race selection
Guys - I've got a problem....
My boss has decided to send me to Switzerland from June 8 - 18. I'm not going to have access to the game during that time.
I'm fairly far into another game which has 48 hour hosting, so organising a sub for that should be easy enough.
For this game however, it'll be just starting up AND has 24 hour hosting. A sub would be nice but I think that'd be a bit rough on the sub - basically run most of the early turns and then hand over.
The more I think about this, the more I think I'm going to have to pull out. I'm bummed, but I think it's the right thing to do, and I'm sure there's an alternate out there that will be delighted to take LA Ulm.
Xietor, thanks for the tips - I'll defitely take LA Ulm in another game and use them!
Sorry to do this everyone, and I'll certainly keep an eye on the game, and count me in for Mega III!
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