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July 15th, 2008, 08:14 AM
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Sergeant
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Join Date: Jul 2008
Posts: 290
Thanks: 3
Thanked 21 Times in 10 Posts
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Re: Darwin: EA/CBM/VP/hard resrch/Antilarium - sig
Mictlan for me, if you please.
Oh, and what version of CBM?
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July 15th, 2008, 10:53 AM
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Corporal
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Join Date: Jun 2008
Location: Ohio, USA
Posts: 152
Thanks: 5
Thanked 2 Times in 2 Posts
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Re: Darwin: EA/CBM/VP/hard resrch/Antilarium - sig
Since you need a few more water nations, How about Atlantean for me.
Thanks.
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July 15th, 2008, 10:59 AM
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Major General
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Join Date: Sep 2006
Posts: 2,198
Thanks: 90
Thanked 32 Times in 22 Posts
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Re: Darwin: EA/CBM/VP/hard resrch/Antilarium - sig
I will take the last water nation, Oceania.
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July 15th, 2008, 02:56 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
looks like we are at capacity.
I sent a PM to llama asking him if we could use his server. If he OKs it and then as soon as he is able to set up the game for us, we can start uploading.
CBM just got an update yesterday, so I've included it as an attachment on this post.
and for namad, who asked, CBM is Conceptual Balance Mod; its a mod that makes some changes to the game in an effort to make more strategical options available.
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July 15th, 2008, 02:57 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
and for completeness, here's the most recent Worthy Heroes too.
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July 15th, 2008, 04:28 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: Darwin: EA/CBM/VP/hard resrch/Antilarium
Just a note, CB includes worthy heroes.
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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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