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  #21  
Old July 6th, 2009, 07:00 PM

statttis statttis is offline
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Default Re: Tourmaline - Mod Nations Game

I'll be the Ogre Kingdom
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  #22  
Old July 6th, 2009, 07:16 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game

Welcome aboard. I'm glad to see someone take the ogres, they should be a "fun" neighbor for some poor, unsuspecting soul
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  #23  
Old July 6th, 2009, 07:30 PM
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the Vanishag the Vanishag is offline
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Default Re: Tourmaline - Mod Nations Game

Ooo! Ooo! Me too!

I really want to try out my mod nation, Alchera (Early Era, but that's an easy fix). Please take a look at it and let me know if there are any balance tweaks you think are necessary. The one I've been agonizing over from the beginning is the Dreamhunter: capital-only and expensive, but a powerful stealth leader, ok mage and (this is the biggie) assassin.

Feedback on the Alchera thread so far has leaned toward that unit being, if anything, underpowered, but...

(Note: this would make the 3rd game I'll be in simultaneously, but that's my self-imposed limit, so I don't think I'm overcomiting.)
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  #24  
Old July 6th, 2009, 08:06 PM

Valerius Valerius is offline
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Default Re: Tourmaline - Mod Nations Game

I would like to try Haida Gwaii.
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  #25  
Old July 6th, 2009, 09:58 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game

Quote:
Originally Posted by the Vanishag View Post
Ooo! Ooo! Me too!

I really want to try out my mod nation, Alchera (Early Era, but that's an easy fix). Please take a look at it and let me know if there are any balance tweaks you think are necessary. The one I've been agonizing over from the beginning is the Dreamhunter: capital-only and expensive, but a powerful stealth leader, ok mage and (this is the biggie) assassin.

Feedback on the Alchera thread so far has leaned toward that unit being, if anything, underpowered, but...

(Note: this would make the 3rd game I'll be in simultaneously, but that's my self-imposed limit, so I don't think I'm overcomiting.)
I'm looking at alchera now. For some reason there seem to be recruitable bashanites? Also one of the commanders is messed up. This seems to be an error with the start site "Te Korekore". It points at unit numbers not used in the mod. I'll need you to fix that or for you to tell me what they're supposed to be if they're going to be in this game. I suspect dreamhunters are the missing commanders

I suspect summon yarama yha-who is too cheap, they're very good units for the price. You have Yowie listed twice... the first form turns into 2393, but there is no 2393. The second Yowie has the same id number (2390) as the first, so I'm not quite sure what would happen if they changed shape.

I have the feeling Compel Maero is just a tad abusive. Immortal chaff is not in and of itself unfair. Immortal chaff that costs basically nothing probably is. I think they're too massable too early.

Dream hunters aren't weak, but for 400 gold they aren't amazing either. I would leave them where they are for now and see how the game plays out.

I don't feel that alchera is overpowered overall though. I would probably nerf compel maero a bit, but aside from that I think they are reasonable. Go on ahead and play them.

Will take a look at haida gwaii next.
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  #26  
Old July 6th, 2009, 10:31 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game

I'm going to go ahead and okay Haida Gwaii as well, so valerius you're in.
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  #27  
Old July 6th, 2009, 11:04 PM

Valerius Valerius is offline
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Default Re: Tourmaline - Mod Nations Game

Yikes, I just took a look at Itza. They're insane. I'm almost afraid to look at Stygia since Executor was concerned they might be overpowered for this game.

Any chance of giving Haida Gwaii a boost so they can compete?
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  #28  
Old July 6th, 2009, 11:19 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game

Itza is probably the strongest overall nation currently in this game. Perhaps this is poor form on my part :P I wouldn't say they're quite insane though. I don't think they're quite as good as the top tier vanilla nations like la ermor/ashdod/mictlan. They have significant issues to overcome, such as preposterously expensive forts and cap only mages :P I do think having their sacreds recruit everywhere is probably a bit too good. If the other players deem it necessary I am willing to limit them to cap only for this game.

I'm less inclined to boost haida gwaii. You've got plenty to work with

Also I note that we've reached the minimum number of players. I will continue accepting sign ups for say a few more days and then I'll put the mod together. I'll give another day or two after that for people to play around with the nations and see if any bugs pop up. Then we can start.
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  #29  
Old July 6th, 2009, 11:41 PM

llamabeast llamabeast is offline
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Default Re: Tourmaline - Mod Nations Game

Yeah, I don't think Lizardmen are too OP, they're a bit hard work on account of expensive forts and mages. However, I would agree with limiting the temple guard to be capital only.
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  #30  
Old July 6th, 2009, 11:43 PM

Valerius Valerius is offline
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Default Re: Tourmaline - Mod Nations Game

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Originally Posted by rdonj View Post
Itza is probably the strongest overall nation currently in this game. Perhaps this is poor form on my part :P
Nah, you're the game organizer. You should be able to choose the nation you want to play.

Quote:
Originally Posted by rdonj View Post
I wouldn't say they're quite insane though. I don't think they're quite as good as the top tier vanilla nations like la ermor/ashdod/mictlan. They have significant issues to overcome, such as preposterously expensive forts and cap only mages :P I do think having their sacreds recruit everywhere is probably a bit too good. If the other players deem it necessary I am willing to limit them to cap only for this game.
Hmm, well most nations have cap only mages - just not ones as good as Itza. And the recruit anywhere Fifth Generation Slann aren't that shabby. But I don't think you should change them for the game. Anyway, I took a look at Stygia and they'll probably give you a run for your money. Units with a defense of 34+? They laugh at clumsy glamour nations with their defenses in the 20s. . Weapons with soul slay and banish to inferno?

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Originally Posted by rdonj View Post
I'm less inclined to boost haida gwaii. You've got plenty to work with
Off to convince Foodstamp to change the Haida Gwaii mod before this game begins.

Quote:
Originally Posted by rdonj View Post
Also I note that we've reached the minimum number of players. I will continue accepting sign ups for say a few more days and then I'll put the mod together. I'll give another day or two after that for people to play around with the nations and see if any bugs pop up. Then we can start.
Sounds good.

BTW, I took a look at Shahrivar and it's beautiful. Definitely would be a nice map to use.
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