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December 7th, 2004, 12:56 PM
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Corporal
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Join Date: Apr 2004
Location: Norcal
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Re: Randomosity I - Recruiting now!
I'm all for anything that helps balance.
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December 7th, 2004, 04:51 PM
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Re: Randomosity I - Recruiting now!
I am okay with pretender mod as long as we use scales mods with it, and while we r at it why dont we use the Fearen test mod(from fools lamment 3)
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December 7th, 2004, 05:00 PM
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First Lieutenant
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Join Date: May 2004
Posts: 654
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Re: Randomosity I - Recruiting now!
We could do that, of course I am in favour of the idea... although people might balk at the more extensive spell/item modding.
All in favour say aye?
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December 7th, 2004, 05:10 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Randomosity I - Recruiting now!
Just to point out, Zen's scale mod is currently broken: the 19 protection fanatics are bad enough as a random event, but they also take the place of independent militia, as well as the militia that are recruitable by nations such as Man and that show up as PD troops for others (such as Pythium).
While the resource cost is high (29) for recruiting, think of Pythium with 20 sacred 19 protection fanatics for the cost of 10 PD. IMO, it's totally unbalanced until the militia/fanatics issue is fixed.
Edit: Unlike Marignon's fanatics, these ones from the mod are non-sacred, but it still gives a big, unintended, boost to those nations with 16 morale, 19 armor, PD.
__________________
Wormwood and wine, and the bitter taste of ashes.
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December 7th, 2004, 05:20 PM
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First Lieutenant
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Join Date: May 2004
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Re: Randomosity I - Recruiting now!
The mod compilation I am using does not include Zen's scale mod, or the replacement of militia with fanatics.
This mod currently affects the scales as follows:
#turmoilevents 3
#deathsupply 30
#deathdeath 5
#slothincome 3
#slothresources 25
#misfortune 15
#luckevents 15
That's it! Just a basic nerf to the most abused scales.
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December 7th, 2004, 08:21 PM
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General
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Join Date: Jul 2004
Location: Portland, ME (USA)
Posts: 3,241
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Re: Randomosity I - Recruiting now!
Well, shucks... I am losing big time in the Newbie Slugfest... so, maybe I could bring my own special magic (um, ineptitude) to this game? May I?
I'd play Marignon.
PASHADAWG
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December 7th, 2004, 10:01 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Randomosity I - Recruiting now!
Quote:
Soapyfrog said:
The mod compilation I am using does not include Zen's scale mod, or the replacement of militia with fanatics.
This mod currently affects the scales as follows:
#turmoilevents 3
#deathsupply 30
#deathdeath 5
#slothincome 3
#slothresources 25
#misfortune 15
#luckevents 15
That's it! Just a basic nerf to the most abused scales.
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Which means ... Sloth hurts more, death hurts more - do growth and productivity also help more? And I'm guessing the #turmoilevents is reducing the impact of order/turmoil on events happening, while #misfortune/luckevents is ... increasing the likelihood of an event being good or bad, and making luck/misfortune cause more events?
What I'm personally more concerned with is the magic / items modding, were your full set of mods be used - myself, I prefer to avoid variants (mods) that change the whole game, because the skills and tactics aren't applicable to the usual game, and vice versa. Fun if you have time to spend a bunch of time playing the variant SP to learn the impact of the changes, but...
(Zen's Pretender mod doesn't, imo, have a deep impact on gameplay; his others may not be as transparent but on the other paw may be on their way to becoming at least a de facto standard.)
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Wormwood and wine, and the bitter taste of ashes.
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December 8th, 2004, 12:49 PM
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First Lieutenant
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Join Date: May 2004
Posts: 654
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Re: Randomosity I - Recruiting now!
Quote:
Cainehill said:
I prefer to avoid variants (mods) that change the whole game, because the skills and tactics aren't applicable to the usual game, and vice versa.
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I understand that, and indeed this mod is totally meant to change the tactical and strategic calculus of the game. The whole point is to take those things that most players do to the exclusion of all else and make them less obvious, while taking those things that are generally ignored and making them a little more attractive.
Quote:
(Zen's Pretender mod doesn't, imo, have a deep impact on gameplay; his others may not be as transparent but on the other paw may be on their way to becoming at least a de facto standard.)
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Which is why this mod uses the pretender and spell mod as a very solid base. But you are totally right, this mod is making some sweeping changes, all things considered, form vanilla dom2.
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December 8th, 2004, 12:53 PM
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First Lieutenant
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Join Date: May 2004
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Re: Randomosity I - Recruiting now!
In any case in the original spirit of trying to keep this game as unmodded as possible, how about we just use Zen's pretender mod, and leave it at that? Any objections?
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December 8th, 2004, 02:24 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Randomosity I - Recruiting now!
Quote:
Soapyfrog said:
In any case in the original spirit of trying to keep this game as unmodded as possible, how about we just use Zen's pretender mod, and leave it at that? Any objections?
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In which case I'd be happy to play a game on the random small map. Just have to figure out which nation.
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Wormwood and wine, and the bitter taste of ashes.
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