View Full Version : Ragnarok - unique experimental mod game!
Zeldor
December 7th, 2008, 03:04 PM
A new game for cold winter evenings :) Whole game is based on unique mode by Zlefin - it makes (most) units cost only resources. Yep, it's like freespawn national troops! 90% national troops and non-magic commanders cost only resources to recruit and don't eat any upkeep. Mod is still not created, but will be if there is enough interest in that game.
Settings:
Mods: Zlefin's units mod + CBM [all parts except nations, so CB Gods, Scales, Spells]
Age: Middle
Nations allowed: all land except Ashdod
Other settings will be set later, depending on number of players etc
What units will cost gold:
- independents [unless they share unit ID with nationals]
- mages
- priests
- special commanders [theurg communicants of pythium for example]
[list is not final]
Players:
1. Soyweiser
2. JimMorrison
3. Otthegreat
4. Zeldor
zlefin
December 7th, 2008, 03:15 PM
my original idea was:
take all non-commander units.
resource cost = old resource cost + gold cost.
gold cost = 0.
thus making all normal units made of only resources, this way, even late game they would have some use, even if only as chaff (i mean, tehy're free, why not build them?)
though i'm happy to discuss variations thereof, depending on what the interest is.
I will make the mod by manipulating Edi's db to produce the text required most likely.
So, which settings would people like?
Zlefin :)
Zeldor
December 7th, 2008, 03:22 PM
It's your mod, I am just organising a game for it as I think that's a very interesting idea. And some chance to get Production scales working :)
But personally I think that some units should be left with gold cost [hydras, to get a different tactic, elephants and mammoths to leave them expensive, sacreds may need a cost doubled if set to resources as they may turn to be cheaper than regular troops].
archaeolept
December 7th, 2008, 04:26 PM
zeldor, those issues are dealt with by zeflin's proposal to make the resource cost equal to the combined total of resource AND gold cost.
JimMorrison
December 7th, 2008, 05:29 PM
Yeah, 501 Resource Hydras would be more prohibitive than 500 Gold + 1 Resource. :p
I'm game, this sounds interesting. The one tweak that I might recommend, is to consider removing "capital only" restrictions. Since this affects mostly sacreds, and most sacreds have high Gold cost, a Gold+Resource cost would make it impossible to recruit very many from any one castle. Of course, commanders could be left as they are, and not affect the gameplay.
Gandalf Parker
December 7th, 2008, 06:00 PM
Edi's database lists all of the national units, and in another section gives their cost and resource. A spreadsheet person might be able to whip out the bulk of this mod for you.
Or it would be really simple to just generate a list that goes from 0-2099 setting each unit to a cost of zero if you dont mind it also affecting gods and indepts.
Either way it would definetly generate a different game. Im all for different games. :)
Soyweiser
December 7th, 2008, 07:15 PM
Sound very interesting. Makes the LA r'lyeh and ermor dominion effects even more nasty. Not only do they reduce the gold income, but also your production capacities where they are most needed, the frontlines.
Zeldor
December 9th, 2008, 06:02 PM
We need a bit more people before Zlefin actually makes that mod and game gets started.
otthegreat
December 9th, 2008, 08:17 PM
I'd be interested in this.
JimMorrison
December 10th, 2008, 02:59 AM
Oh, I guess I forgot to mention -
I am intrigued, and would like to go there. :p
Gandalf Parker
December 10th, 2008, 12:08 PM
I wouldnt play in it. But I like to see new game variations worked out and made available.
Soyweiser
December 10th, 2008, 06:42 PM
We need a bit more people before Zlefin actually makes that mod and game gets started.
"If you build it, they will come."
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