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  #41  
Old May 29th, 2010, 01:14 AM

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

If I'm the only one with a concern about Darkness, I'll withdraw my objection. I can work with either Darkness as is, or with requirements boosted.

This is shaping up to be an exciting game. Pretender design will be a puzzle solving exercise!
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  #42  
Old May 29th, 2010, 01:30 AM

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

Quote:
Originally Posted by LoloMo View Post
If I'm the only one with a concern about Darkness, I'll withdraw my objection. I can work with either Darkness as is, or with requirements boosted.
Thanks. I think I'll leave it as-is, since even though there were some concerns about it everyone said they could live with it. This way I can finalize the mod and get it out to everyone in the next few hours.

Quote:
Originally Posted by LoloMo View Post
This is shaping up to be an exciting game.
I really hope so. In retrospect adding so many different things in (no indies, fort limitations, etc) might have been a mistake. The core concept I wanted to try out was the idea of eliminating research and site searching so we could jump right into the action. So, we're the beta testers.

Quote:
Originally Posted by LoloMo View Post
Pretender design will be a puzzle solving exercise!
I'm finding this too. The e9nx bless I enjoy so much with my Sidhe Lords doesn't look like a good choice here. Sure, I'll have Constr. researched but will I have time to equip them and will they find any easy provinces to raid?
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  #43  
Old May 29th, 2010, 05:21 AM

Valerius Valerius is offline
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Default Re: ThreeFort - Experimental game - Design pretenders

I have updated the first post with a new zip containing the revised mod (same name as before - just overwrite the old one), and a new version of the map for five players (as before there are two map files, one with fixed starts for five sample nations).

List of fixes:

Teleport, Gateway, Cloud Trapeze and Faery Trod moved to level 3

Wolven Winter and Raging Hearts moved to level 3

Mists of Deception and Hellbind Heart removed

Fata Morgana and Sea of Ice globals removed

Academy of the Crescent Moon magic site removed

* A note about magic sites: I used Edi's invaluable database and sorted by sites with recruitable commanders in order to determine which sites to remove. This particular site didn't list any recruitables and I missed it. It's possible there's others like this so if you get one please don't recruit from it.

Also on the first post is a graphic indicating the letter identifying each starting location. rdonj will contact you to let you know where you are starting. Please let him know once you've decided on your starting fort location(s).
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  #44  
Old May 29th, 2010, 07:04 AM

LDiCesare LDiCesare is offline
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Default Re: ThreeFort - Experimental game - Design pretenders

I found another site that might be problematic:
- Brigand Lair. Allows recruitment of brigand. That and increases unrest, but nothing else. Not really fun. It's just bad with nothing good out of it, and the unrest increase on a fort can be an issue. I think it should be removed. Of course it's not as bad as disease spreading sites, but it adds nothing to the game.
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  #45  
Old May 29th, 2010, 01:21 PM

Valerius Valerius is offline
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Default Re: ThreeFort - Experimental game - Design pretenders

IIRC the brigands should have a resource cost of 800 and be unrecruitable. The increase in unrest is a hassle and I agree it's worth eliminating the site but I don't want to drive everyone crazy by continuing to release updates. We'll need to allow some time for everyone to choose their provinces and for rdonj to make the map fixes so let's wait and if more stuff comes up I'll release a final version of the mod right before I setup the game on the server.
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  #46  
Old May 29th, 2010, 02:36 PM

rdonj rdonj is offline
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Default Re: ThreeFort - Experimental game - Design pretenders

PMing people their locations now.
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  #47  
Old May 30th, 2010, 04:13 AM

LoloMo LoloMo is offline
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Default Re: ThreeFort - Experimental game - Design pretenders

Do we specify our forts before the game starts? Are the gem sites random, or do we get to see where our gem sites are before we decide on where to put our forts?
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  #48  
Old May 30th, 2010, 04:49 AM

Valerius Valerius is offline
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Default Re: ThreeFort - Experimental game - Design pretenders

Yes, send rdonj at least your cap and up to two other fort provinces before the game starts. Sites are random so if you build all three forts at the game's beginning there may be high gem income provinces you can't protect. OTOH not having three recruitment centers at the beginning has disadvantages as well.
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  #49  
Old May 30th, 2010, 09:04 PM

Valerius Valerius is offline
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Default Re: ThreeFort - Experimental game - Design pretenders

Nice job getting in your start locations guys. We're just waiting on NooBliss, who may be away for the weekend since he last logged in Friday.
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  #50  
Old May 31st, 2010, 02:53 AM

NooBliss NooBliss is offline
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Default Re: ThreeFort - Experimental game - Design pretenders

Yep, I was.

Just submitted my fort locations, so we can start.
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