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  #21  
Old February 27th, 2006, 03:49 PM
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Default Re: RAND2


Not sure I'll be in, but I'm with RonD - I can see avoiding the full CB mod, but the hero & pretender mods are pretty straightforward and unadulterated goodness, imo. Just makes for more variety of pretenders, and heroes that you're glad to get, without all the ... "unintended consequences" of changing troops, spells, magic items, etc.
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  #22  
Old February 27th, 2006, 04:18 PM
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Default Re: RAND2

I agree, Cainehill and RonD. Those mods are in. The game is full, but I need everyone to get me their email address before we can start. Cainehill, if you are interested, it wouldn't surprise me if at least one person fails to do so in the next day or two, in which case it would be great to have you join. Interested?

As for what remains to be determined... Anyone have a feeling about maps? We need a 17-player wraparound map, preferably not Orania. Also, I was thinking a 24-hour quickhost to start, moving to 48-hour as soon as someone requests it. Things should move quickly (get it?) with quickhost, since without diplomacy clogging things there's no reason not to upload your turn as soon as you can.
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  #23  
Old February 27th, 2006, 08:36 PM

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Default Re: RAND2

my email address is in my profile.
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  #24  
Old February 28th, 2006, 04:10 AM

castigated castigated is offline
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Default Re: RAND2

i don't know about you guys, but i'm excited
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  #25  
Old February 28th, 2006, 08:37 AM
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Default Re: RAND2

Just curious, what is the draw to no diplomacy? I have to say, for me, its the best aspect of MP.
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  #26  
Old February 28th, 2006, 09:46 AM

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Default Re: RAND2

Quote:
OG_Gleep said:
Just curious, what is the draw to no diplomacy? I have to say, for me, its the best aspect of MP.
Only because it is different than usual. People crave variety in general...


It might be easier for all of you if I were to randomly assign the nations, get all pretenders from the players, and then collect the first turns. I can then also check for pretender passwords and naming convention for all nations. After the first turn, I can send everything to the host for him to migrate over to the server.

Oh, and by the way, the single biggest thing I always hated about a server is the Quick Host option when the hosting times frequently change (always forward, never back).
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  #27  
Old February 28th, 2006, 09:54 AM

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Default Re: RAND2

Quote:
Ygorl said:
Anyone have a feeling about maps? We need a 17-player wraparound map, preferably not Orania.
As far as I know, there are only two maps of sufficient size:
Orania
Neo-Pangaea (only half wraparound)
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  #28  
Old February 28th, 2006, 10:26 AM

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Default Re: RAND2

Neopangea has a balance problem for 17 nations - there are way too many water provinces, compared to land provinces.
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  #29  
Old February 28th, 2006, 09:50 PM

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Default Re: RAND2

Which is why there is truly only ONE map that can have a decent chance at a balanced start with 17 players. Like Inland, Orania is overplayed for a very good reason...

I still have the modded map where there are 17 balanced starts and 17 extra balanced VP provinces on Orania if you want that.
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  #30  
Old March 1st, 2006, 02:28 PM
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Default Re: RAND2

PM sent with my email.

I'm for Panther's balanced starting positions map as the map to use. NeoPangaea is unbalanced, favoring water nations more.

Too bad someone can't make a mod to replace a nation like Ermor with a 3rd water nation, like Oceania, making this map playable with 17 races (3 being water). I know, Oceania is a replacement for Atlantis, but could be interesting to have 3 water nations in an MP game.
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