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July 15th, 2008, 08:35 PM
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Second Lieutenant
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Join Date: Jul 2008
Posts: 540
Thanks: 10
Thanked 2 Times in 2 Posts
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Re: Darwin: EA/CBM/VP/hard resrch/Antilarium
i've been trying to study this map so i'm not in the dark... the 12starting locations and 16VP seem to be in fixed locations correct?
those 55magical sites are those in fixed locations or in random ones? i don't really know enough about the map editor to check i did notice a few places were set to "many sites" but that doesn't seem to be a specific site....
oh and when it's time to start i assume you'll be posting that in this thread? correct?
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July 15th, 2008, 11:29 PM
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Second Lieutenant
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Join Date: Sep 2007
Posts: 525
Thanks: 17
Thanked 17 Times in 10 Posts
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Re: Darwin: EA/CBM/VP/hard resrch/Antilarium
55 is the frequency for magic site to appear, not the total number of sites.
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July 16th, 2008, 12:07 AM
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BANNED USER
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Join Date: Dec 2007
Location: Illinois
Posts: 1,133
Thanks: 25
Thanked 59 Times in 36 Posts
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Re: Darwin: EA/CBM/VP/hard resrch/Antilarium
as soon as llama lets me know the server is ready, i will post. in all likely hood, llama will post here himself, he's pretty good like that.
the 12 starting sites and 16VP sites are all in set locations, and can all be seen by starting an SP game with 12 players, 3 of them water, all set to human.
the 'magic sites: 55' is a general indicator of how common magic sites will be in any given square; i'm not sure exactly what the 55 refers to, but higher means more magic. Typical for Early Age is 45, but generally people like more sites, and it doesn't really benefit anyone nation more than another, so I bumped it up to 55.
I believe the VP provinces contain fixed location sites that would be in place no matter what the general site setting. Additionally, to my understanding, the sites bordering the VP provinces are set to 'many sites' in the map editor.
Lastly, Jazzepi suggested removing MoD from the game. It is easily exploitable, and many find it a cheap-*** spell at any rate. I'm open to suggestion on this one, but I was thinking we just leave it in the game, and simply ban any MoD + retreat exploitation. It's Ench8 and A6, we have hard research on, making it pretty hard to get to without forgoing other necessary stuff, and you really have to invest in a mage or have a pretender to make it castable. I think if someone gets to the spell and wants to use it, they should be able to as long as they don't exploit it. Opinions?
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July 16th, 2008, 12:50 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: Darwin: EA/CBM/VP/hard resrch/Antilarium
Ominirizon, there's a mod that takes out the bad version of MoD and replaces it with an interesting one that doesn't suffer from the same problem as the original. Twan made it, and I've used it before.
http://www.shrapnelcommunity.com/thr...b=5&o=&fpart=1
Jazzepi
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July 20th, 2008, 04:04 PM
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Sergeant
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Join Date: Jun 2008
Location: Seattle, Wa
Posts: 293
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Darwin: EA/CBM/VP/hard resrch/Antilarium
I take it back. Just got the first turn in my email.
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July 20th, 2008, 04:04 PM
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Sergeant
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Join Date: Jun 2008
Location: Seattle, Wa
Posts: 293
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Darwin: EA/CBM/VP/hard resrch/Antilarium
Oh good job Llama
BTW, Foxes are very confusing. It's what makes them Foxes.
I wouldn't blame you if you confused Foxes. In fact, I'd applaud you. It's time someone turned the tables on those little buggers!
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July 20th, 2008, 04:36 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Darwin: EA/CBM/VP/hard resrch/Antilarium
lol
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July 25th, 2008, 12:35 PM
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Second Lieutenant
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Join Date: Sep 2007
Posts: 525
Thanks: 17
Thanked 17 Times in 10 Posts
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Re: Darwin: EA/CBM/VP/hard resrch/Antilarium
Helheim's gem income jumped by 6 in a single turn? That's some kind of nice sites.
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July 25th, 2008, 01:18 PM
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BANNED USER
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Join Date: Dec 2007
Location: Illinois
Posts: 1,133
Thanks: 25
Thanked 59 Times in 36 Posts
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Re: Darwin: EA/CBM/VP/hard resrch/Antilarium
this game is turning faster than any other i've ever been in, i think. i love it.
in interest of keeping fast turn arounds, i'm increasing hosting interval to 36 hours. although this sounds counter-intuitive, players have expressed fears of accidentally staling, and are withholding turns, which also sounds counter-intuitive. so i'd thought i'd meet one counter intuition with another, and increase hosting interval. this way, no one has to worry about the deadlines cranking down on them.
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July 25th, 2008, 05:31 PM
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Sergeant
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Join Date: Apr 2005
Location: Silent Hill
Posts: 206
Thanks: 0
Thanked 3 Times in 3 Posts
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Re: Darwin: EA/CBM/VP/hard resrch/Antilarium
Oh, no! Now that you've gone and mentioned that the game is proceeding with decent speed, somebody will start submitting every turn five minutes before the deadline. IT IS INEVITABLE
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