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  #11  
Old March 15th, 2005, 11:22 PM
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Arralen Arralen is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

I thought this game was meant to A)let us all have fun and B) let us test the recruitable units mod, if it alters the DOM2 gameplay in a way that those recruitable units are worth at least something in a otherwise normal game.

I don't see much problem with the fun, but if we go and artificitally limit gameplay (mostly) to recruitable units, and ban combat pretenders and SC and high-level spell(casters), we will actually only test the mod for scripting errors, not for playbility changes: Everything the mod should achieve would be imposed on the player anyway.


Very difficult research is fine for me, I play with that setting most times anyway.

Nerfing the gem-producing items is ok, too, but shouldn't be overdone. They should pay after about 20-25 turns IMHO.

Nerfing of some (namely arty) spells is ok for me too, but again - making them absolutly useless will not help to make the test more "convincing". They should be altered as if nothing else is changed, as if to balance out the standard game.


That said, let me propose the game settings:

12-15 prov/player
indies 9
research very difficult
HoF 15
Graphs on - it's a test game, after all
renaming allowed


My nation of choice:
Tien Chi


EDIT: .. forgot about sites <= 45 ...
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  #12  
Old March 16th, 2005, 12:14 AM

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Default Re: Rebalance Mod game starting, everyone welcome!

I would like Marignon. I do like magic < 4 OR standard game with Zen's mod, but I do not like 'Only 1 mage per 25 troops allowed in combat'. Actually I do not like any rules that you have to be careful about. Everything should be enforced at onset.
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  #13  
Old March 16th, 2005, 01:15 AM

Ironhawk Ironhawk is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

Please note: The rule you mentioned was covered by this caveat...

Quote:
Ironhawk said:
NOW - before you all get on my case - I am NOT proposing these as rules for this game. I just wanted to point them out and see if it could serve as a starting point for some discussions...
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  #14  
Old March 16th, 2005, 02:15 AM
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Default Re: Rebalance Mod game starting, everyone welcome!

Mictlan
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  #15  
Old March 16th, 2005, 03:22 AM

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Default Re: Rebalance Mod game starting, everyone welcome!

While I love the mod I just don't have time for a game at this exact moment but thanks for the invite I'll be watching!
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  #16  
Old March 16th, 2005, 04:29 AM
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Default Re: Rebalance Mod game starting, everyone welcome!

Quote:
Huzurdaddi said:
While I love the mod I just don't have time for a game at this exact moment but thanks for the invite I'll be watching!
Ok=)

BTW: Patrick, are you st.patrick or someone else?

Arralen: The main point of this game is to test the mod; sorry if it seems like I'm forcing "low magic" down your throat, I had thought there was a consensus. Anything is fine with me, and I'll go with whatever people want, though my vote is for lower than normal magic (nerfing certain (IMO abused) spells).

Everyone: My HDD is dying and I cannot use my personal computer until sometime in the next 1-3 days, so my internet access will be sporadic until then.
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  #17  
Old March 16th, 2005, 05:15 AM

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Default Re: Rebalance Mod game starting, everyone welcome!

I'd like to vote for indy strength 8, maybe 7. Having indies at 9 is nice cause it will slow down first contact a little. But it will also give a disproportionately large bonus to whoever wins the first mercenaries.

I vote yes on option #2 and favor the suggested max level of 4. I think that would make for a really interesting game.

As for #4 I'm betting that most of us can agree on Zen's Pretender and Scale mods.

Quote:
Saber Cherry said:
Indy Strength 9
...
1) Human pretenders only?
2) Magic research limit? (e.g., disable spells above level X)
3) Specific spells to eliminate / nerf?
4) Other mods to use? (e.g. Zen's mods)
5) Use of a mod (for example, the one I'm working on) that weakens high level magic?
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  #18  
Old March 16th, 2005, 06:04 AM
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Default Re: Rebalance Mod game starting, everyone welcome!

preferences
Sites <= 45

house rules
1) Human pretenders only?
No, please.

2) Magic research limit? (e.g., disable spells above level X)
No, please. We have very difficult research to keep magics at bay for some time

3) Specific spells to eliminate / nerf?
Wish (already mentioned), some arty spells, nothing I could think off the top of my head.
But some more items may need nerfing: leeching weapons for example should be way more expensive..., contracts or similar that gives summoned units for free, etc.

4) Other mods to use? (e.g. Zen's mods)
Indifferent.
Think most will interfere with the units mod, though.

5) Use of a mod (for example, the one I'm working on) that weakens high level magic?
We have very difficult research, we have nerfed spells/items already. Weakening magic even more seems superfluous to me.


suggestions:
- No bidding on mercs, unless 2+ are available the first time.

- no pink dragons !
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  #19  
Old March 16th, 2005, 01:21 PM
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Default Re: Rebalance Mod game starting, everyone welcome!

I vote for no funny rules such as limiting research or magic limit on gods. I like the idea of just making a simple mod that makes all the overused stuff 2 or 3 times as expensive (ghost riders, life drain, flames from the sky, etc), and most summons (vine ogres, devils, living statues, etc) so we will use lots of troops. If we remove spells altogether, though, we wont even be playing dominions...
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  #20  
Old March 16th, 2005, 01:44 PM

quantum_mechani quantum_mechani is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

I kind of like the level 4 research limit idea...

Maybe if we have enough players (and Ironhawk's server is able) we should make two seperate games.
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