|
|
|
|
|
March 15th, 2005, 11:22 PM
|
|
Major General
|
|
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
|
|
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 ...
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
|
March 16th, 2005, 12:14 AM
|
Private
|
|
Join Date: Oct 2004
Location: Precisely now: California, USA
Posts: 10
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|
March 16th, 2005, 01:15 AM
|
General
|
|
Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
|
|
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...
|
|
March 16th, 2005, 02:15 AM
|
|
First Lieutenant
|
|
Join Date: Jul 2004
Location: Albuquerque, NM
Posts: 605
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Rebalance Mod game starting, everyone welcome!
Mictlan
__________________
Every time you download music, God kills a kitten.
|
March 16th, 2005, 05:15 AM
|
General
|
|
Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
|
|
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?
|
|
March 16th, 2005, 06:04 AM
|
|
Major General
|
|
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
|
|
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 !
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
|
March 16th, 2005, 01:21 PM
|
|
First Lieutenant
|
|
Join Date: Jul 2004
Location: Albuquerque, NM
Posts: 605
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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...
__________________
Every time you download music, God kills a kitten.
|
March 16th, 2005, 01:44 PM
|
Lieutenant General
|
|
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
|
|
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.
|
March 16th, 2005, 03:38 PM
|
General
|
|
Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
|
|
Re: Rebalance Mod game starting, everyone welcome!
Sheap's server can handle up to 6 games simultaneously and is not running any now that AoM is complete. So we can put up as many there as we are likely to need.
As for splitting off into two games: We could, but lets see what the consensus is or if there is a compromise that would cover any division.
|
March 17th, 2005, 11:28 AM
|
Private
|
|
Join Date: Jan 2005
Posts: 3
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Rebalance Mod game starting, everyone welcome!
i'd like to play as Machaka. gracias amigos
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|