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View Full Version : No Magic sites


fictionfan
May 22nd, 2008, 12:50 PM
Settings:
Map - Glory of the gods
Game name - anti-magic
Gold, Resources, Supplies - standard
Independents - 6
HoF - 15
Renaming - allowed
Research - hard
Score graphs - on
early ages
no magic sites

This should be a simply army on army battle. with some mages casting maybe. However magic is not what decides the game as so often happens.

Twan
May 22nd, 2008, 01:01 PM
No magic sites is not really possible, ultra rare yes.

0% site frequency means provinces with bonus (mountains, forests, wastes I think) have 20% to have one.

fictionfan
May 22nd, 2008, 04:59 PM
Really can't you just put for 0 magic sites.
well the starting Magic sites are still there, but magic levels will be low.

ano
May 22nd, 2008, 05:20 PM
Also, there's already a game named Alexandria.

Ironhawk
May 22nd, 2008, 08:38 PM
Why play a low-magic game in the Early Age? Late Age nations are the ones best equipped for conventional battle.

PvK
May 22nd, 2008, 09:42 PM
Fighting is interesting in all Ages. The stated settings will still result in plenty of magic power, just less than typical.

fictionfan
May 23rd, 2008, 02:22 AM
All right so maybe it's a bad idea. I just wanted to do something new.

Zeldor
May 23rd, 2008, 02:26 AM
So who wins? Lanka, Niefel or Mictlan? It would be hard to find someone stupid enough to take non-bless nation. Unless you limit max levels of magic on pretenders.

Cor2
May 23rd, 2008, 02:42 AM
For a low/no magic game There are mods that were released by KO limiting research to level 4 and 6 respectivly, but I am pretty sure they could be modified to cap research even lower, say 2.

If you interested I can try to dig through the forum and find them, Or I can just attach my copies.

Fiction fan, dont give up, I like the idea, it just needs some tweeking.

quantum_mechani
May 23rd, 2008, 04:47 AM
I ran a game much like this in Dom2. The rule of no extra magic on pretender chassis worked well.

mathusalem
May 23rd, 2008, 05:35 AM
so blood nation will win

jimkehn
May 23rd, 2008, 10:53 AM
I think this is a fun idea. I would like to see the magic capped at 2, with sites extremely rare. As pure a military sim as you can make it, anyway. I would be interested in joining a game like this. Cor2, I think the mod you are looking for is in the mod forum with the stickied post that is a compendium for all the mods. Maybe someone a lot smarter than I can look at KO's mod, and see how he capped it, and try and change it to two, or even 1 or 0. Just the magic we start out with.

PvK
May 23rd, 2008, 03:50 PM
Yeah, I like the idea too.

fictionfan
May 23rd, 2008, 03:55 PM
Sounds like a good idea anyone know where to find the mod

PvK
May 23rd, 2008, 04:54 PM
Yes it's here attached at the start of this thread. (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=534940&page=0&view=collap sed&sb=5&o=&fpart=1)

IndyPendant
May 23rd, 2008, 05:45 PM
I would also strongly recommend a ban against blesses higher than, say, level 6 then as well...

fictionfan
May 23rd, 2008, 06:13 PM
Thanks I got it

Griefor
May 23rd, 2008, 06:45 PM
quantum_mechani already proposed the idea of not adding any magic to your pretender chassis, which would kill blesses entirely...

Seems like a better solution to me than capping it at 6.

PvK
May 23rd, 2008, 07:09 PM
True. Though if you're using a spell-removing mod, you could also remove the blessing spells.

Rathar
May 23rd, 2008, 09:00 PM
This sounds like fun to me.

No Tartarians, no master enslave, no wish no funneling of everything into 3-4 tactics which are more available to certain nations rather than others.

moderation
May 23rd, 2008, 09:30 PM
This does sound interesting. Nice and simple.

I imagine this would whack out a good deal of micro. http://forum.shrapnelgames.com/images/smilies/biggrin.gif

jimkehn
May 23rd, 2008, 09:45 PM
I would not like to see the Bless, nerfed. I think that would be fairly thematic with a no magic motiff. Knights Templars and all that. I would not like to see the magic on the Pretenders restricted,either, just for that reason.

fictionfan
May 23rd, 2008, 11:12 PM
post removed for being stupid

JimMorrison
May 23rd, 2008, 11:15 PM
I also think it would be better to allow *some* magic on the pretenders. I could see it totally open, or at the least just capped at 4. Only allowing the minor blesses keeps them from being the focal point of the game, but still allows a little more range of strategy than "+3 all scales, build troops, go!".

jimkehn
May 23rd, 2008, 11:40 PM
Good Point, "Doors Man". It allows for a "military" scenario, but still allows for the differentiation for the different nation's sacreds.

Griefor
May 24th, 2008, 06:04 AM
jimkehn said:
I would not like to see the Bless, nerfed. I think that would be fairly thematic with a no magic motiff. Knights Templars and all that. I would not like to see the magic on the Pretenders restricted,either, just for that reason.



Yes, yes, thematic and all that. The problem is that with that setup, the hardcore bless nations become completely invincible. The balance of the game will be completely off.

I'm cool with stuff that is thematic but not at (such great) cost of game balance.

PvK
May 24th, 2008, 03:48 PM
Not sure if I agree or disagree. Trying to evaluate that, would an example be Vans? What others?

The 4-star blessings being:

+2 attack
20% air shield
+2 defense
+2 reinvigoration
+1 magic resistance
+100% affliction chance
+5% regeneration
+2 strength

JimMorrison
May 24th, 2008, 10:02 PM
Personally I think the first rank minor blesses seem reasonable. Nothing overpowered by any means, just some options and variations on how to organize your military. No one is going to be making hardcore thugs with those blesses. http://forum.shrapnelgames.com/images/smilies/tongue.gif

fictionfan
May 24th, 2008, 10:54 PM
To me it would seem a waste of points to put all that magic on a pretenders when it won't be able to cast any decent spells http://forum.shrapnelgames.com/images/smilies/happy.gif

IndyPendant
May 24th, 2008, 11:23 PM
This is very interesting to me. I think if I were creating it, I would use these settings:

Definite:
--Age: Late
--Map Size: 200-300 provinces
--Magic Sites: 0
--Spell Level Limit: 3
--Research: Very Hard
--Pretender: Limited to level 6 in all schools of magic
--Worthy Heroes mod
--Conceptual Balance (Pretenders and Scales ONLY) mod

Possible:
--Ban Ermor and R'lyeh
--Few scattered water provinces, rest land
--Pretender limited to level 4 in all schools
--No independents mod
--Level 1 spells moved to level 2, 2 moved to 4, and 3 to 6
--Ban Caelum and Arco (tramplers may be overpowered)
--Limited selection of MA and EA nations permitted if desired (i.e. MA Man, EA T'ien Ch'i, etc)

fictionfan
May 24th, 2008, 11:59 PM
IndyPendant said:
This is very interesting to me. I think if I were creating it, I would use these settings:

Definite:
--Age: Late
--Map Size: 200-300 provinces
--Magic Sites: 0
--Spell Level Limit: 3
--Research: Very Hard
--Pretender: Limited to level 6 in all schools of magic
--Worthy Heroes mod
--Conceptual Balance (Pretenders and Scales ONLY) mod

Possible:
--Ban Ermor and R'lyeh
--Few scattered water provinces, rest land
--Pretender limited to level 4 in all schools
--No independents mod
--Level 1 spells moved to level 2, 2 moved to 4, and 3 to 6
--Ban Caelum and Arco (tramplers may be overpowered)
--Limited selection of MA and EA nations permitted if desired (i.e. MA Man, EA T'ien Ch'i, etc)



That is good, but I want the age to be early because I know that age best.
Also the pretender should perhaps be limited to no magic boost at all.
Maybe we can make magic research it's self against the rules

I am sorry, but I do not know what Worthy Heroes mod is.
For Conceptual Balance do you mean everyone should not be able to get any dominion? because that would be for another game.

jimkehn
May 26th, 2008, 11:19 AM
I like the idea of limiting bless to 4, at least I like it better than no bless at all.

fictionfan
May 26th, 2008, 02:10 PM
alright it was only a suggestion