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  #11  
Old January 26th, 2009, 03:25 PM
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Burnsaber Burnsaber is offline
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Default Re: WildPansies - no indies, no diplo, LA, CBM, diff research, 4/8

Seems like a quite different experience. Consider me in.
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  #12  
Old January 26th, 2009, 09:43 PM

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Default Re: WildPansies - no indies, no diplo, LA, CBM, diff research, 7/8

hey folks. there is an updated version of CBM on the OP, you will need it for this game.

it fixes the blindlord (giving them H1 instead of A8)
it adds +1H to each Grave Consort, Tomb Priest, Tomb King

the holy boost for C'tis' Tomb Summons is something I've recently asked for in CBM, and think needs to be included. the main reason for this being that C'tis has national spells they can't even cast because they have no priests who are high enough level! further, the manual lists these priests as one higher holy than any of them actually are. additionally, C'tis has never won an MP game, so I don't think this is in any danger of making them imbalanced, rather I think it is just filling in what was supposed to be a key element of their strategy, and maybe giving them a much needed competitive boost.

it would be kind if someone played as C'tis to give this little boost a whirl, and see how they work out.
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  #13  
Old January 27th, 2009, 12:14 AM
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Default Re: WildPansies - no indies, no diplo, LA, CBM, diff research, 7/8

I guess I make eight. Sounds interesting, and I'm light on games at the moment.

Though if the vets vs. noobs game actually happens, I'll be at four games with this one, which is over my limit of 3. I guess I'll just have to choose which one I play.
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  #14  
Old January 27th, 2009, 12:53 AM

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Default Re: WildPansies - no indies, no diplo, LA, CBM, diff research, 7/8

This one will be less time consuming due to the lack of diplomacy especially in comparison to the newbie/vet game
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  #15  
Old January 27th, 2009, 03:38 AM

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Default Re: WildPansies - prepare your pretenders, starting soon

So I assume we are just awaiting our number assignments, so we can pick nations?

(in other words no point in making firm plans regarding a nation/pretender until we know we get our choice?)
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  #16  
Old January 27th, 2009, 03:59 AM

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Default Re: WildPansies - prepare your pretenders, starting soon

I think so - its hard not to plan properly already, but if you get number 8 not much point doing anything yet! That said, if we all start from scratch when it's our turn we could be weeks getting this moving.

Off-topic

I just had a fun idea for a variant on this(to be tried another time perhaps). Naturally whoever gets picked first in this method has a big advantage over someone picking last. That could be countered by each subsequent player making a selection of a game variable.

For instance, for 8 players, leave 8 variables open. Number of players, allowable nations, mods, map pre-set. Each player picks the following (within predefined ranges to avoid it being ridiculous)

1st – sites (30-70%)
2nd - research difficulty (easy to difficult)
3rd – income (50% to 200%)
4th – resources (50% to 200%)
5th – indies (3 to 7)
6th – supplies (50% to 200%)
7th – diplomacy (yes, no, in-game messaging only)
8th - graphs (ON/OFF)

So the 1st gets his pick of nation, and can choose sites within a range of 30-70%. He doesn't have much else to go on though

The more information a player has about the game, the less choice he has about nation. The 8th player doesn’t have many nations that fit well the previous choices, but can at least tailor his pretender perfectly. Someone going 4th has a decent balance, but may get hammered by very strong indies or insufficient supplies if he hadn’t planned for them. An overall “balanced” random game.
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  #17  
Old January 27th, 2009, 09:41 PM
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Default Re: WildPansies - prepare your pretenders, starting soon

Don't know if this has been mentioned, but in a RAND type game like this, you should probably turn off renaming commanders. Their names can be used to send messages to other players.
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  #18  
Old January 27th, 2009, 09:55 PM

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Default Re: WildPansies - prepare your pretenders, starting soon

HOLY CRAP YOUR RIGHT!

what kind of criminal mind would conceive somthing like that. OK. I'll fix the settings.

Pasha should be contacting people tomorrow with their number.

I know its a little hard to think too much about pretenders when you arn't even sure if what you are planning to go with will be available to you. so if some people take a little time I think that's ok. however, given that there's eight players and 17 available nations, i think most people will get something they want (remember, no Ermor, and R'lyeh, Mari, and Atlantis all require water or coastal starts, none of which there is on this map). so with 17 nations, assuming people pick randomly, even the last person to submit has about a 50% chance of getting their choice.
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  #19  
Old January 27th, 2009, 10:30 PM

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Default Re: WildPansies - prepare your pretenders, starting soon

Quote:
Originally Posted by Lingchih View Post
Don't know if this has been mentioned, but in a RAND type game like this, you should probably turn off renaming commanders. Their names can be used to send messages to other players.
...

Let's hope no-one figures out you can PM people via this forum, or use IRC.
I am clearly missing something so devious, I haven't come up with it. Otherwise your observation would just be silly.

If I can't rename my w4n3b2 mage to w4n3b2, I tend to get very upset having to go through 24 icons to find the bastard. But maybe that's just me. For the record, I hate kittens also.
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  #20  
Old January 27th, 2009, 10:43 PM
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Default Re: WildPansies - prepare your pretenders, starting soon

Mostly, the honor system works for this type of game. But yes, the commander renaming can be used as a sort of invisible communication, eg: commander name "Don't attack me".
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