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September 18th, 2004, 06:53 PM
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Corporal
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Join Date: Aug 2004
Posts: 86
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Re: Fools Lament II - Newbies Welcome
I am just afraid of research being so fast that I wont be able to adjust, and as a newby get crushed...
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September 18th, 2004, 07:00 PM
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Lieutenant General
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Join Date: Feb 2004
Posts: 2,687
Thanks: 20
Thanked 54 Times in 39 Posts
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Re: Fools Lament II - Newbies Welcome
you need to know the appropriate command and put it under the scenario specialties.
something like
#research 2 or #magicresearch 2
also you'll need to edit the .map to change the #features to 75
knowing the commands for setting HoF to 15 and commander renaming on would also be very nice...
perhaps
#renaming 1
just mod the file and see if it works in a test
edit: nope those renaming and research commands weren't the right ones
Ahh - just delete the #scenario from the .map

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September 18th, 2004, 07:01 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
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Re: Fools Lament II - Newbies Welcome
You can change both the HoF and renaming in-game. I have yet to see a command about the research setting in the mapmodding file however; hopefully it has been forgotten in the documation, and does exist, but I am not positive about this.
Actually, just removing the #scenario flag seems to work fine. It allows you to set up all standard settings as usual, without removing the special commanders/starting sites. Make sure not to disable "Special starting locations" however, and it *should* work out. I was also beaten to it in this contest of cross-edits. *Waves at the poster below*
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September 18th, 2004, 07:49 PM
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Corporal
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Join Date: Apr 2004
Location: Norcal
Posts: 102
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Re: Fools Lament II - Newbies Welcome
I'm about to take off to visit my GF. I won't be back until late Sunday night. Don't start without me 
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September 18th, 2004, 08:59 PM
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Major
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Join Date: May 2003
Location: Solomon Islands
Posts: 1,180
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Re: Fools Lament II - Newbies Welcome
Please let me know if it's going to be standard or difficult research. Makes all the difference.
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September 18th, 2004, 09:19 PM
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First Lieutenant
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Join Date: May 2004
Posts: 654
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Re: Fools Lament II - Newbies Welcome
Well I am going to make it hard research as stated in the first post. Is that bad?
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September 18th, 2004, 10:55 PM
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Major
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Join Date: May 2003
Location: Solomon Islands
Posts: 1,180
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Re: Fools Lament II - Newbies Welcome
Quote:
Soapyfrog said:
Well I am going to make it hard research as stated in the first post. Is that bad?
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No, this was what I was expecting and what I planned for. If you were to suddenly change back to normal research, I would have wanted to take Pythium back or something.
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September 20th, 2004, 09:09 AM
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Second Lieutenant
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Join Date: Jan 2004
Posts: 510
Thanks: 24
Thanked 31 Times in 12 Posts
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Re: Fools Lament II - Newbies Welcome
Quote:
archaeolept said:
Ahh - just delete the #scenario from the .map
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Just be damn careful, if you do that, that you do not override some of the more important settings. E.g. if you remove the #scenario, you can set the number of starting provinces, and this number does not take the number of provinces granted in the scenario file into account.
Anyhow, have fun spellslinging. I predict a weird game for you all, as some of the special sites can have a substantial influence on strategies if you let them. E.g. certain nations are rather more dangerous summoners than they are usually, and an Iron Faith Ulm going for massed Templars and a decent blessing might even be feasible.
...And don't play with a human Atlantis without R'lyeh and/or Ermor, or they will slay you all.
For those (if any) unaccustomed to special sites that let you enter them, they can be entered by one commander (usually a specific magic type commander) per turn only, by giving him the strategic "enter site" command. If you have a monster-generating site, it nearly always pays off to park mages there for permanent summoning over time. Some of the troops granted are not negligible.
__________________
When I said Death before Dishonour, I meant alphabetically.
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September 20th, 2004, 09:39 AM
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Major
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Join Date: May 2003
Location: Solomon Islands
Posts: 1,180
Thanks: 0
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Re: Fools Lament II - Newbies Welcome
We have no water nations in this map, but this means that Ermor will have free rein of Atlantis' provinces since they're controlled by AI.
I think that some nations have better advantages that others. Conjuration and Construction bonuses rock. Alteration bonus (Pythium) is less cool because there are few early game Alteration rituals.
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September 20th, 2004, 12:35 PM
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Second Lieutenant
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Join Date: Jan 2004
Posts: 510
Thanks: 24
Thanked 31 Times in 12 Posts
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Re: Fools Lament II - Newbies Welcome
Quote:
deccan said:
We have no water nations in this map, but this means that Ermor will have free rein of Atlantis' provinces since they're controlled by AI.
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Set the AIs to impossible as the map is intended for, then.
Quote:
I think that some nations have better advantages that others. Conjuration and Construction bonuses rock. Alteration bonus (Pythium) is less cool because there are few early game Alteration rituals.
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First, it is damn sure that some nations have better advantages than others. While I have tried to achieve a modicrum of balance, the Nasty Edition has primarily been designed for SP use, and thus it is practically guaranteed to be unbalanced in some respects. So? The challenge is to do the best with the hand you are dealt rather than make everything equal or wishing you had somebody elses hand. (The real challenge, of course, is to steal their hand and make their advantages yours.  ) In fact, it is vitally important to inspect the map and your starting position before designing your Pretender, as some starting positions enhance strategies that are otherwise not common.
Some nations definitely have better long-term ritual advantages than others. Likewise, some nations have better short-term advantages, recruitment, or leaders that they should attempt to use to achieve advantage.
You mention Pythium. Instead of focusing on what they have not (Conjuration 50%), focus on what they have: Alteration 20% and Enchantment 20%, both of which can be valuable in the long run even if they are not suited for building the entire game strategy around, more astral gems than you can shake a stick at, access to cheap elemental research wizards from the Castle Arcanum that can complement the standard Theurgs very well and are not vulnerable to mind duels, and a starting leader, Peter Magus the FFAAEE Warrior Mage, who comes fully equipped with decent beginning items and neatly plugs the initial Fire/Earth lack of Pythium. (Strip and give the items to a decent SC pretender if that is your cup of tea, Peter Magus can always be used as a very versatile forger) Even better the Castle Arcanum should have decent recruitment of tough heavy cavalry as well.
Now, if you want to think of something more scary than Conjuration 50 in the long run... Think of the Jotun owned province of the Triple Peaks... Positively scary. 
__________________
When I said Death before Dishonour, I meant alphabetically.
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