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March 14th, 2005, 07:31 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Recruitable Rebalance Version 6, non-beta, is out!
This is the first complete, non-beta release. You can grab it (and read the release notes) at the first post in the thread. You can also see a screenshot of some of the new weapons and armor that units are sporting in the post above this one
Have fun, and I hope you enjoy it!
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March 14th, 2005, 09:32 AM
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Lieutenant Colonel
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Join Date: Jan 2004
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Re: Recruitable Rebalance Version 6, non-beta, is out!
Looks very nice! Am away from home atm and cannot test, but will try to do so soon.
Naive question: Can many mods modding stuff such as this exist at once? (E.g., since I selected light cav for my Oglala mod, feedback on which I am still desperately seeking (shameless plug), and you have modded them, will that cause a conflict?)
Really Smallish Question: Would you also consider incorporating my Abysian Salamander changes to your mod by the same logic you changed the Vanheimian Fay Boar ("did anyone ever buy one before?") -- 75 gcost, sacred.
Anyhow, thanks for this mod, it looks like a lot of work, and I appreciate it -- for me, modding is really tough, and it would be abysmal without feedback.
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March 14th, 2005, 02:22 PM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
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Re: Recruitable Rebalance Version 6, non-beta, is out!
What we need now is a game in which all spells beyond level 2 and all pretenders
with magic path cost over 10 are disabled. It would be the perfer way to test
this mod.
If it is not PBEM (I seem unable to stick to these) I would like to join.
__________________
No good deed goes unpunished...
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March 14th, 2005, 05:34 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: Recruitable Rebalance Version 6, non-beta, is
Quote:
tinkthank said:
Looks very nice! Am away from home atm and cannot test, but will try to do so soon.
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Thanks!
Quote:
Naive question: Can many mods modding stuff such as this exist at once? (E.g., since I selected light cav for my Oglala mod, feedback on which I am still desperately seeking (shameless plug), and you have modded them, will that cause a conflict?)
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I don't think so... I think the computer loads mods alphabetically, and mine is named "Cherry Recruitable Rebalance", so "Oglala Sioux" should be processed second, with your changes overriding my changes. But I might try that out later today and see.
Quote:
Really Smallish Question: Would you also consider incorporating my Abysian Salamander changes to your mod by the same logic you changed the Vanheimian Fay Boar ("did anyone ever buy one before?") -- 75 gcost, sacred.
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I changed them to 55g, made their fire flare much better, and made Beast Trainers cheaper. However, it does make sense that they should be sacred - not necessarily because Abysians worship hot things (although they do), but because salamanders shouldn't get paid so much after they are trained, since they don't have a use for money  Hmmm... I guess 75g and sacred sounds fair. I'll have to retype the description to incorporate that change.
Quote:
Anyhow, thanks for this mod, it looks like a lot of work, and I appreciate it -- for me, modding is really tough, and it would be abysmal without feedback.
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I completely agree. Thanks for the feedback!
Quote:
Tuidjy said:What we need now is a game in which all spells beyond level 2 and all pretenders
with magic path cost over 10 are disabled. It would be the perfer way to test
this mod.
If it is not PBEM (I seem unable to stick to these) I would like to join.
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It would be very interesting to test this mod without powerful magic and supercombattants... it would change Dominions II into (as close as I can make it to) the low-magic medieval military conflicts in most fantasy novels, like Lord of the Rings, Magician, or A Game of Thrones. However, I'm not sure how much interest there would be, as most Dominions II players (on this forum) seem to love powerful magic. I'd be up for it, though! Of course, it would take several more hours to disable all those gods and spells... 
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March 14th, 2005, 10:57 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: Recruitable Rebalance Version 6, non-beta, is
It's too bad you missed the Age of Men game. I designed it to be more about national armies and less about magic and SCs. It was quite fun!! And for the record I would certainly be interested if you are starting a game of that type up with your mod. Send me a PM or something if you do.
Quote:
Saber Cherry said:
It would be very interesting to test this mod without powerful magic and supercombattants... it would change Dominions II into (as close as I can make it to) the low-magic medieval military conflicts in most fantasy novels, like Lord of the Rings, Magician, or A Game of Thrones. However, I'm not sure how much interest there would be, as most Dominions II players (on this forum) seem to love powerful magic. I'd be up for it, though! Of course, it would take several more hours to disable all those gods and spells...
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March 14th, 2005, 11:43 PM
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Corporal
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Join Date: May 2004
Location: Ohio
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Re: Recruitable Rebalance Version 6, non-beta, is
I'd also be interested in a very low magic game, or any test of this mod for that matter!
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March 15th, 2005, 12:55 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: Recruitable Rebalance Version 6, non-beta, is
It's possible for me to host games, as I keep my computer on 24-7 now. Unfortunately, I am currently using a college's slightly unreliable wireless internet access... it generally works, but not perfectly. At any rate, I'd be happy to host, and it SHOULD work fine.
So... it seems there are at least 4 (including me) people who would like to play an MP game using this mod, and everone seems to want a somewhat reduced emphasis on magic and SCs. If anyone else is lurking and wants to play a game, please post here.
In the meantime, I will make a "low magic" mod based on Zen's mod, but more extreme. Then, if a consensus wishes to use the low magic mod as well, we can use both  .
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March 15th, 2005, 01:18 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
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Re: Recruitable Rebalance Version 6, non-beta, is
Quote:
Saber Cherry said:
If anyone else is lurking and wants to play a game, please post here.
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You can count me in.
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March 15th, 2005, 01:11 PM
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Major
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Join Date: Sep 2003
Location: The Forest of Avalon
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Re: Recruitable Rebalance Version 6, non-beta, is
yo saber cherry - i'd like to play if you've got a spot!
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March 15th, 2005, 03:50 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
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Re: Recruitable Rebalance Version 6, non-beta, is
Checked out the mod in a quick test game last night, saber. Looks pretty good. You definitely did a good job with pricing becuase there were some units that I clicked on and I thought to myself "you know it might finally be a good deal!"
As for hosting, I would be happy to host this game on Sheap's machine. Which is very stable and has a rock solid connection. Just let me know what mods and maps I will need to download and what all the game parameters are.
Also, maybe you should post a thread over in the Multiplayer Forum and link it here so that people can officially sign up for the game?
Quote:
Saber Cherry said:
It's possible for me to host games, as I keep my computer on 24-7 now. Unfortunately, I am currently using a college's slightly unreliable wireless internet access... it generally works, but not perfectly. At any rate, I'd be happy to host, and it SHOULD work fine.
So... it seems there are at least 4 (including me) people who would like to play an MP game using this mod, and everone seems to want a somewhat reduced emphasis on magic and SCs. If anyone else is lurking and wants to play a game, please post here.
In the meantime, I will make a "low magic" mod based on Zen's mod, but more extreme. Then, if a consensus wishes to use the low magic mod as well, we can use both .
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