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  #11  
Old May 26th, 2010, 11:56 AM

NooBliss NooBliss is offline
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Default Re: ThreeFort - Experimental game - Recruiting

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Originally Posted by Valerius View Post
Welcome to the game everyone! I have to admit I was getting a little worried that my niche game was a little too niche...
Well its like... a different game alltogether.
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  #12  
Old May 26th, 2010, 02:12 PM

LDiCesare LDiCesare is offline
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Default Re: ThreeFort - Experimental game - Recruiting

I'm interested. I must check the mod first before picking a nation, though.
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  #13  
Old May 26th, 2010, 02:36 PM

Valerius Valerius is offline
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Default Re: ThreeFort - Experimental game - Recruiting

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Originally Posted by NooBliss View Post
Well its like... a different game alltogether.
That's what I'm hoping for. The core of it is the changes to magic and site frequency. This lets the game jump right to mid-game action - but not proceed past it to a traditional end-game. Most of the other things could be changed easily if they prove unpopular and some were dictated by the small size of the map (which I thought was a good idea both so that if the game settings don't prove to be fun it won't take too long to finish and because I didn't think this would be the most popular game ever posted ).

Also, I just want to make sure everyone understands that if you conquer an opponent's fort you don't (in fact, can't) tear it down. In a normal game you almost inevitably have more forts than you can afford to recruit mages from. That won't be the case here (unless you take *really* bad scales). If you begin a war evenly matched with your opponent at 3 forts each and they take one of your forts you'll be at a significant disadvantage since they will now have 4 recruitment centers to your 2 - regardless of how much gold they have available.


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I'm interested. I must check the mod first before picking a nation, though.
Welcome aboard, I'll reserve a spot for you. Only one to go!
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  #14  
Old May 26th, 2010, 03:11 PM

Valerius Valerius is offline
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Default Re: ThreeFort - Experimental game - Recruiting

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Originally Posted by Valerius View Post
If you begin a war evenly matched with your opponent at 3 forts each and they take one of your forts you'll be at a significant disadvantage since they will now have 4 recruitment centers to your 2 - regardless of how much gold they have available.
Correction to above statement: should be "regardless of how much gold you have available."
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  #15  
Old May 26th, 2010, 04:06 PM

LDiCesare LDiCesare is offline
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Default Re: ThreeFort - Experimental game - Recruiting - 1 spot left!

I used the mod and the map (not the start versions one) and got an Academy of the Crescent Moon in one province, allowing to recruit some wizards. You might want to check it and remove it, as it's pretty strong (wizard of the crescent moon W2S1+100%WSAD for 160 gold).
Quote:
movement spells have been put at level 3
: Teleport's level 0. Gateway, Faerie Trod too.
Quote:
Remote attack
Wolven winter is available too at level 0. Same for Raging hearts.
Quote:
remove all global spells
Fata Morgana is available, and level 0 to boot.

Do you want to leave Mists of Deception in? I think it might be better modded out entirely due to potential abuse.
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  #16  
Old May 26th, 2010, 05:47 PM

Valerius Valerius is offline
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Default Re: ThreeFort - Experimental game - Recruiting - 1 spot left!

Thanks for the testing! And if anyone else notices problems when running test games please let me know.

Quote:
Originally Posted by LDiCesare View Post
I used the mod and the map (not the start versions one) and got an Academy of the Crescent Moon in one province, allowing to recruit some wizards. You might want to check it and remove it, as it's pretty strong (wizard of the crescent moon W2S1+100%WSAD for 160 gold).
Quote:
movement spells have been put at level 3
: Teleport's level 0. Gateway, Faerie Trod too.
Quote:
Remote attack
Wolven winter is available too at level 0. Same for Raging hearts.
Quote:
remove all global spells
Fata Morgana is available, and level 0 to boot.
All of the above are errors. Well except for the movement ones maybe. I think at one point I wanted them to be at level 0 - doesn't matter, I should match the game description so all that you've mentioned will be fixed.

Quote:
Originally Posted by LDiCesare View Post
Do you want to leave Mists of Deception in? I think it might be better modded out entirely due to potential abuse.
I'm inclined to leave that in unless there's a problem I'm not aware of? Despite usually playing nations with air magic I don't know that I've ever used it. I know there was an issue with the caster being able to leave the field of battle and the spell continuing but that was patched. I used level 6 as a dividing line for magic because above that level you start seeing a lot of battlefield-wide spells. It isn't a perfect dividing line, though. Things that may make sense at a certain level in the context of a normal CBM game may not work as well with these settings. If there's a second game I think there will definitely have to be some work on balance but I'm hesitant to start selectively removing spells or (even worse) changing the game conditions from what people have signed up for.
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  #17  
Old May 27th, 2010, 04:11 AM

NooBliss NooBliss is offline
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Default Re: ThreeFort - Experimental game - Recruiting - 1 spot left!

I dont think leaving Mists of Deception while removing other battlefield-wise effects is a good move.
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  #18  
Old May 27th, 2010, 06:00 AM
Squirrelloid Squirrelloid is offline
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Default Re: ThreeFort - Experimental game - Recruiting - 1 spot left!

there are plenty of battlefield wide spells by level 6. You just don't have most of the really uber ones. That said, Mists of Deception is pretty uber. I'd support removing it.
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  #19  
Old May 27th, 2010, 11:11 AM

Valerius Valerius is offline
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Default Re: ThreeFort - Experimental game - Recruiting - 1 spot left!

I'm not attached to it myself and have no objections to removing it; my concerns were just about switching settings after people sign up.

LoloMo, you've got the strongest air nation in the game. Any objections to removing MoD? If not, then it's unanimous and MoD is gone.
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  #20  
Old May 27th, 2010, 01:47 PM

LDiCesare LDiCesare is offline
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Default Re: ThreeFort - Experimental game - Recruiting - 1 spot left!

I will pick Mictlan if it's available. Otherwise, Eriu.
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