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  #71  
Old March 14th, 2005, 11:43 PM
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Ighalli Ighalli is offline
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Default Re: Recruitable Rebalance Version 6, non-beta, is

I'd also be interested in a very low magic game, or any test of this mod for that matter!
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  #72  
Old March 15th, 2005, 12:55 AM
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Default Re: Recruitable Rebalance Version 6, non-beta, is

It's possible for me to host games, as I keep my computer on 24-7 now. Unfortunately, I am currently using a college's slightly unreliable wireless internet access... it generally works, but not perfectly. At any rate, I'd be happy to host, and it SHOULD work fine.

So... it seems there are at least 4 (including me) people who would like to play an MP game using this mod, and everone seems to want a somewhat reduced emphasis on magic and SCs. If anyone else is lurking and wants to play a game, please post here.

In the meantime, I will make a "low magic" mod based on Zen's mod, but more extreme. Then, if a consensus wishes to use the low magic mod as well, we can use both .
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  #73  
Old March 15th, 2005, 01:18 AM

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Default Re: Recruitable Rebalance Version 6, non-beta, is

Quote:
Saber Cherry said:
If anyone else is lurking and wants to play a game, please post here.

You can count me in.
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  #74  
Old March 15th, 2005, 01:22 AM
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Default Re: Recruitable Rebalance Version 6, non-beta, is

Id be interested.
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  #75  
Old March 15th, 2005, 02:45 AM
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Default Re: Recruitable Rebalance Version 6, non-beta, is

Me too !
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  #76  
Old March 15th, 2005, 10:33 AM
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Default Re: Recruitable Rebalance Version 6, non-beta, is

Me too, if this were to be PBEM on a fairly relaxed basis. Awaiting a new baby in the next 1-4 weeks, and that will take priority.

I tested it so far only a little, and like very very much of it a whole lot. I really liked the fact that many units are coming into their own. Now, the Indy nations are more interesting, and the AI can make better use of them. More testing to come.

Some tiny "criticism-type" remarks so far (I have detailed my remarks so far in a text-doc I have at home but forgot to bring here, sorry), and perhaps this is said too quickly, but here goes anyhow:

- Many ranged units became asymptotically better than their counterpart melee units, thinking in particular of X-Bows (especially of the Marignon flavor), which became BOTH cheaper AND better. I would have like to see them ONLY cheaper, NOT better, at least for some of the Indy troops, because I would still prefer there to be an incentive to purchase National troops above Indy ones of the same type (that is: get Indy troops if you are in a hurry or if you lack that type altogether, e.g. x-bows or archers for Abysia). I found the Heavy Archer (equally good warrior as bowman) a bit too butch -- if he is really wearing all that armor, his precision should drop.
- Marignon is now too butch for my tastes: The X-bow is now a cheap elite unit and the KotChalice is now much less expensive (why? I think he filled his niche quite well before), and the Flagellant has become almost half-price.
- I approve of making Light Cav less expensive, but dislike the fact that their precision has increased simultaneously. I read your justification in the readme, and didnt quite feel comfortable with "horses sitting still" etc. -- it really isnt easy to fire a bow from a horse. Also, it makes my Oglala mod outdated! ;-)
- Damn, I had about 4 other small points, but I will have to get back to you with those.
More testing to follow!
Thanks for your mod!
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  #77  
Old March 15th, 2005, 01:11 PM
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Default Re: Recruitable Rebalance Version 6, non-beta, is

yo saber cherry - i'd like to play if you've got a spot!
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  #78  
Old March 15th, 2005, 02:43 PM

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Default Re: Recruitable Rebalance Version 6, non-beta, is

Nice mod I'm pretty impressed.

From my inital try it seems that I recruited a lot more cav than usual ( a good thing ).

The Matchaka archer is comical. You can build an aweful lot of those. They do seem pretty efficient. Although you need a growth dominion to feed them.

The only thing I can compain about is that it destroys a lot of my preconceived notions about what is useless and what is good. T'ien Ch'i with buff troops? Jotuns that don't run from combat? Up is down. I actually want to play man? What the heck is that all about?
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  #79  
Old March 15th, 2005, 03:50 PM

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Default Re: Recruitable Rebalance Version 6, non-beta, is

Checked out the mod in a quick test game last night, saber. Looks pretty good. You definitely did a good job with pricing becuase there were some units that I clicked on and I thought to myself "you know it might finally be a good deal!"

As for hosting, I would be happy to host this game on Sheap's machine. Which is very stable and has a rock solid connection. Just let me know what mods and maps I will need to download and what all the game parameters are.

Also, maybe you should post a thread over in the Multiplayer Forum and link it here so that people can officially sign up for the game?

Quote:
Saber Cherry said:
It's possible for me to host games, as I keep my computer on 24-7 now. Unfortunately, I am currently using a college's slightly unreliable wireless internet access... it generally works, but not perfectly. At any rate, I'd be happy to host, and it SHOULD work fine.

So... it seems there are at least 4 (including me) people who would like to play an MP game using this mod, and everone seems to want a somewhat reduced emphasis on magic and SCs. If anyone else is lurking and wants to play a game, please post here.

In the meantime, I will make a "low magic" mod based on Zen's mod, but more extreme. Then, if a consensus wishes to use the low magic mod as well, we can use both .
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  #80  
Old March 15th, 2005, 04:03 PM

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Default Low Magic Mod

Saber, dunno if you were thinking this, but if you are going through and radically altering magic for a low-magic type game, I think it would be great if we could see more use of the low-end summons (wyverns, drakes, animals, etc)?
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