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December 12th, 2008, 04:08 PM
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Corporal
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Join Date: Aug 2008
Location: Portland, Oregon, USA, Earth, Sol System
Posts: 157
Thanks: 4
Thanked 3 Times in 3 Posts
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Re: Preponderance - Big Team Game! [starting!]
Quote:
Originally Posted by chrispedersen
People often forget that the implications of luck are much more severe with CBM than with vanilla Dominions.
But I really think restarts are in order if you get the merchants in the temple event (knocking you out of the game)
the barbarian horder or knights on your capital, or the huge unrest event...
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I agree. For me, only being able to participate in two games at a time, I see no issue restarting a game until everyone has at least a decent start (don't worry, I'm not advocating just opinion-ing). I know some people feel that that is just the way the cookie crumbles sometimes and you should just deal with it and move on. While that may be reasonable for those who have time for three or four or five or six games at a time (you know who you are ... [cough]JimMorrison[cough]), those of us whose gaming time is a bit more limited really get screwed.
It takes me weeks to either find a game to participate in or get a game started. Getting a game ender first thing after weeks of planning and then having to look forward to more weeks of planning to get into a different game (once you have done your duty and played out the end of your original game or taken the time to find someone willing to sub a lost cause, of course) is really unrewarding. So far I haven't had very good luck with MP games. I seem to spend more time looking or preparing for a game to start than I do actually playing. It just gets really old after awhile.
I wonder how difficult it would be to script a mod that just banned some of the more terrible bad events (and maybe as a balance some of the best good events) within the first three turns or so, or maybe even just the first. I know it might unbalance the value of luck scales (+ or -) somewhat, but it seems like it would be pretty negligible over the course of a whole game (I'm certainly no expert). Just a though, and probably one for a different thread.
Anyway, I would like to thank everyone for the chance to actually see my weeks of preparation for this game come to fruition. I do greatly appreciate it and am eagerly looking forward to pitting myself (as Jomon, along with JimMorrison as Lanka) against everyone here and having a great game.
Good luck everyone (unless you took negative luck scales I guess).
Last edited by MadFrancis; December 12th, 2008 at 04:16 PM..
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December 12th, 2008, 04:14 PM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Preponderance - Big Team Game! [starting!]
I think the only possibility would be to add a fortuneteller 100 immobile commander with disease and enough HP to die within 3-5 turns. But you'd need to deal with nations that have access to healers. Or some other way to prevent healing.
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December 12th, 2008, 06:07 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
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Re: Preponderance - Big Team Game! [starting!]
OKAY guys we have 22 and are *STILL* waiting for 2 more.
EA-Vanheim & MA-Ulm!!!!! Both of which are coobe
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December 12th, 2008, 07:08 PM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Preponderance - Big Team Game! [starting!]
I had no problem whatsoever with restarting because you didn't see the turn, because the game was all messed up and had 2 different names and 3 different copies.
But, bad events are just part of the game and it's something you have to deal with. Especially in a team game, where your teammate can help you out (if he actually reads/responds to your firkin' emails). The only real "game ender" is a dom death from the merchant event. I've never seen that on turn 2, and if you don't have another white candle somewhere else on turn 3, then that's a risk you took with your build.
Actually, bad events are more than just part of the game. They are part of the fun of the game, since they are adding an element of surprise and risk. I'd hate to see them taken out or nerfed.
Quote:
Originally Posted by MadFrancis
Quote:
Originally Posted by chrispedersen
People often forget that the implications of luck are much more severe with CBM than with vanilla Dominions.
But I really think restarts are in order if you get the merchants in the temple event (knocking you out of the game)
the barbarian horder or knights on your capital, or the huge unrest event...
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I agree. For me, only being able to participate in two games at a time, I see no issue restarting a game until everyone has at least a decent start (don't worry, I'm not advocating just opinion-ing). I know some people feel that that is just the way the cookie crumbles sometimes and you should just deal with it and move on. While that may be reasonable for those who have time for three or four or five or six games at a time (you know who you are ... [cough]JimMorrison[cough]), those of us whose gaming time is a bit more limited really get screwed.
It takes me weeks to either find a game to participate in or get a game started. Getting a game ender first thing after weeks of planning and then having to look forward to more weeks of planning to get into a different game (once you have done your duty and played out the end of your original game or taken the time to find someone willing to sub a lost cause, of course) is really unrewarding. So far I haven't had very good luck with MP games. I seem to spend more time looking or preparing for a game to start than I do actually playing. It just gets really old after awhile.
I wonder how difficult it would be to script a mod that just banned some of the more terrible bad events (and maybe as a balance some of the best good events) within the first three turns or so, or maybe even just the first. I know it might unbalance the value of luck scales (+ or -) somewhat, but it seems like it would be pretty negligible over the course of a whole game (I'm certainly no expert). Just a though, and probably one for a different thread.
Anyway, I would like to thank everyone for the chance to actually see my weeks of preparation for this game come to fruition. I do greatly appreciate it and am eagerly looking forward to pitting myself (as Jomon, along with JimMorrison as Lanka) against everyone here and having a great game.
Good luck everyone (unless you took negative luck scales I guess).
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__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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December 12th, 2008, 07:14 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
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Thanked 67 Times in 27 Posts
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Re: Preponderance - Big Team Game! [starting!]
Do lifeless units that aren't undead suffer damage from disease? They can't be healed (or given regeneration), so...
I actually wish the game had a "random events super-common" setting, where you could get a random event in a third of your provinces every turn, regardless of empire size. That'd be pretty crazy, of course.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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December 12th, 2008, 08:18 PM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Preponderance - Big Team Game! [starting!]
They get the disease icon but don't lose HP, I saw this with some mech men. They also heal when they are in a province with a lab.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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December 12th, 2008, 10:27 PM
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First Lieutenant
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Join Date: Jun 2007
Location: Douglasville, Ga
Posts: 604
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Thanked 20 Times in 10 Posts
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Re: Preponderance - Big Team Game! [starting!]
Eh looks like maybe several of us are getting our turns with bad events. Here I sit with Order 3 and less income than anyone else in the game. Doh!
Shoulda taken more cold and less misfortune.. after all my undead dont need to eat..
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December 12th, 2008, 10:39 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
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Re: Preponderance - Big Team Game! [starting!]
Quote:
Originally Posted by vfb
They get the disease icon but don't lose HP, I saw this with some mech men. They also heal when they are in a province with a lab.
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Its true, but I've had immortal undead pretenders die from disease....
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December 13th, 2008, 03:40 AM
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Corporal
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Join Date: Aug 2008
Location: Portland, Oregon, USA, Earth, Sol System
Posts: 157
Thanks: 4
Thanked 3 Times in 3 Posts
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Re: Preponderance - Big Team Game! [starting!]
Quote:
Originally Posted by DrPraetorious
I actually wish the game had a "random events super-common" setting, where you could get a random event in a third of your provinces every turn, regardless of empire size. That'd be pretty crazy, of course.
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I'd definatley play with that in single player or LAN games. Sounds like an interesting twist.
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December 13th, 2008, 03:50 AM
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Corporal
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Join Date: Aug 2008
Location: Portland, Oregon, USA, Earth, Sol System
Posts: 157
Thanks: 4
Thanked 3 Times in 3 Posts
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Re: Preponderance - Big Team Game! [starting!]
Quote:
Originally Posted by vfb
I had no problem whatsoever with restarting because you didn't see the turn, because the game was all messed up and had 2 different names and 3 different copies.
But, bad events are just part of the game and it's something you have to deal with. Especially in a team game, where your teammate can help you out (if he actually reads/responds to your firkin' emails). The only real "game ender" is a dom death from the merchant event. I've never seen that on turn 2, and if you don't have another white candle somewhere else on turn 3, then that's a risk you took with your build.
Actually, bad events are more than just part of the game. They are part of the fun of the game, since they are adding an element of surprise and risk. I'd hate to see them taken out or nerfed.
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Actually I think you make a good point. My problems with MP DOM3 isn't anything other than how long it takes and how much effort goes into starting a new game. Nerfing the game to fix that problem is a bit heavy handed. If it wasn't quite so cumbersome to find and start new games (for someone like me) it wouldn't matter so much if you got bumped out early from bad events or unlucky starting positions, etc.
Speaking of which, I do have to give Llamabeast a heartfelt tip of the hat for all the work he has put into his Llamaserver and the ease with which it facilitates MP game creation. On my behalf, thanks alot Llama.
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