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  #41  
Old July 7th, 2009, 07:44 AM

llamabeast llamabeast is offline
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Default Re: Tourmaline - Mod Nations Game

I'm very tempted to join actually, but had better not. In the next six weeks I have to hand in my thesis (Friday), start a job (my first non-summer job), move house (twice!), practice an improvised comedy show (almost every weekend) and take it up to the Edinburgh festival for a week-long run. Gosh! And this week, while I'm meant to be working like a maniac I keep on thinking about the game I'm playing (Crusaders) and looking at the forum, like a fool!
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  #42  
Old July 7th, 2009, 07:46 AM

llamabeast llamabeast is offline
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Default Re: Tourmaline - Mod Nations Game

Quote:
Also remember that the llama's mod combiner script doesn't take into account magic site recruitables, so you'll have to set capital only troops (and the Alugran change to Bringand Lair) by hand.
Man, I really should fix that. I didn't realise it affected capital only troops, does it really? Next week!
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  #43  
Old July 7th, 2009, 07:58 AM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game

Thanks for the warning burnsaber. I can see a number of potential issues cropping up that I'll have to check. For example I'm pretty sure between all the mods I'm going to have to remove some of the nametype changes. I was pretty sure there would be pretty much no chance for CPCS, unfortunately, this is just about the worst game type format to fit it in. Maybe if I'm feeling really ambitious I'll look into it and see how impossible it would be.

Yeah, I figured both of you were too busy. But wow llama, that's quite a lot going on! Oh well, maybe next game.
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  #44  
Old July 7th, 2009, 12:32 PM

Executor Executor is offline
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Default Re: Tourmaline - Mod Nations Game

Valerius, if you have a problem with Stygia I can change the nation, it's ok. I feel they are somehere in between MA and LA Ermor myself, with the limited magic paths and all the undead.
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  #45  
Old July 7th, 2009, 12:55 PM

Valerius Valerius is offline
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Default Re: Tourmaline - Mod Nations Game

Quote:
Originally Posted by Executor View Post
Valerius, if you have a problem with Stygia I can change the nation, it's ok. I feel they are somehere in between MA and LA Ermor myself, with the limited magic paths and all the undead.
No, I think MA Stygia is ok. A strong nation, but not like the version (LA) of Stygia I based my comments on - link here. That version ... well I think Foodstamp's comments in that thread sum it up well.
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  #46  
Old July 7th, 2009, 07:03 PM

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Default Re: Tourmaline - Mod Nations Game

Lol, I was just running a test game with CBM 1.5 and Tomb Kings on the NI version of Sharivar, and I just ran into a bunch of heavy cavs wielding Divine Flails. I'm sure you can imagine my surprise when my troops starting dieing madly to fiery explosions!

The more interesting part though is that this did NOT happen on the regular version of Sharivar...

Secondary note, the regular version also has an improbable prov connection between 31 and 4. I also though it funny that the province numbers start in the bottom right corner and go right to left bottom to top.


Yet another note, I think we should set starts, or at least make sure that everyone has a semi-equal one.
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  #47  
Old July 7th, 2009, 11:01 PM
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the Vanishag the Vanishag is offline
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Default Re: Tourmaline - Mod Nations Game

Quote:
Originally Posted by rdonj View Post
I'm looking at alchera now. For some reason there seem to be recruitable bashanites? Also one of the commanders is messed up. This seems to be an error with the start site "Te Korekore". It points at unit numbers not used in the mod. I'll need you to fix that or for you to tell me what they're supposed to be if they're going to be in this game. I suspect dreamhunters are the missing commanders

I suspect summon yarama yha-who is too cheap, they're very good units for the price. You have Yowie listed twice... the first form turns into 2393, but there is no 2393. The second Yowie has the same id number (2390) as the first, so I'm not quite sure what would happen if they changed shape.

I have the feeling Compel Maero is just a tad abusive. Immortal chaff is not in and of itself unfair. Immortal chaff that costs basically nothing probably is. I think they're too massable too early.

Dream hunters aren't weak, but for 400 gold they aren't amazing either. I would leave them where they are for now and see how the game plays out.

I don't feel that alchera is overpowered overall though. I would probably nerf compel maero a bit, but aside from that I think they are reasonable.
This is what I get for not testing a new version before uploading it.

I went ahead and made some changes - only the last one is a "buff":

Quote:
Originally Posted by the Vanishag
Update: v1.66
* fixed all the stuff I broke renumbering the mod for 1.65
* balance tweaks:
* Compell Maero now summons only one (was variable by skill), but only costs 2 gems (was 3) and Maeros now have 14 HP (was 12)
* Summon Yarama Ya-who cost increased to 15 pearls (was 10)
* Maohi Diver now has mapmove 1 (was 2 - makes them a little less land-friendly) and MR 10 (Maohi norm)
* Possum Warrior now has MR 14 (was 13) to accurately reflect "+2 bonus" from enchanted Possum-skin Cloak (which doesn't actually give +2 MR, but all units in the mod with this armor have +2 MR relative to a comparable unit without
Regarding the Maeros: as they increase unrest in their province 1/turn (each) and aren't stealthy, so you can't use this against hostile provinces, I figured that was a major balance point - losing a lot in a single turn could cripple one's capital the next turn.
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  #48  
Old July 8th, 2009, 01:58 AM

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Default Re: Tourmaline - Mod Nations Game

Compel Maero used to be 11+ I take it that wasn't intended. I think they would be reasonably fair at 2-3 per cast. At 1 a cast... well, you could make a case for them, but they probably would not be worth the mage time.
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  #49  
Old July 8th, 2009, 05:03 AM

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Default Re: Tourmaline - Mod Nations Game

Interesting game. I think you're going to be beset by random issues from having that many mods, but if you can cope with it and get started for good without too much drama and hassle then you'll do fine.

We have run a couple of all mod nation games before and the hassle of random problems caused them to kinda collapse.
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  #50  
Old July 8th, 2009, 06:00 AM

llamabeast llamabeast is offline
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Default Re: Tourmaline - Mod Nations Game

Quote:
Lol, I was just running a test game with CBM 1.5 and Tomb Kings on the NI version of Sharivar, and I just ran into a bunch of heavy cavs wielding Divine Flails. I'm sure you can imagine my surprise when my troops starting dieing madly to fiery explosions!
Yes, that's a rather ridiculous bug in the last version of Tomb Kings. What I don't understand is why no-one ever mentioned it before. I thought it must be some change that I only had on my system since no-one had mentioned it.

I'll make a fixed version shortly, tonight maybe.
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