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Old March 15th, 2005, 08:46 PM

quantum_mechani quantum_mechani is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

I would like Pangaea.

What would everyone think of a blitz start for the first 10-15 turns? This would mean everyone being online at a certain time and quickly working though the early turns where there is not much to do.

EDIT: Are we using Zen's mods as well?
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Old March 15th, 2005, 09:37 PM
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Saber Cherry Saber Cherry is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

Quote:
quantum_mechani said:
What would everyone think of a blitz start for the first 10-15 turns? This would mean everyone being online at a certain time and quickly working though the early turns where there is not much to do.
First 10 turns, anyway. Fine with me, but only if everyone is able to do so.



[/quote]EDIT: Are we using Zen's mods as well?

[/quote]

Scales and pretenders, sure - if people want to. Magic will be superceded by the one I'm making (it is based on Zen's magic mod).

Quote:
Tuidjy said:I think that there is not much point to this unless we really make it a NO magic
game. I.e. lets disable all research over level 2 (except maybe for
construction) and non-human pretenders.
Sounds a little harsh to me. If I had to set a hard research limit, it would be closer to level 3 or 4. But think that the game could be fine low-magic wise with Very Difficult research, some key items disabled, some key spells made much more expensive, and some easy-to-follow rules, like Thou Shalt Not Equip (certain classes of units, like summonables, and size 4+ gods) with Magical Items. If Horde from Hell costs 150 slaves and requires 4x the normal research, it will not dominate gameplay (that's just a hypothetical example).

Quote:
AoM House Rules:
1) Only human pretenders.
2) Only recruitable commanders can be used as SCs.
3) Only 1 mage per 25 troops allowed in combat
As for rule 3... nice in theory... but I don't want people to be able to violate rules accidentally, which can lead to problems and hurt feelings. I like rule 2 (but would rephrase it as, "Only recruitable commanders and human gods may recieve combat equipment," or something like that.)

Rule 1... I think non-human pretenders would be fine if natural supercombattants (dragons, bulls, Earth Mothers, things with massive fear auras, vampire queens, etc) were totally banned and other non-human gods were banned from having magic items. In other words, I don't see a problem with using a Titan or Son of Neifel as long as you give it no items. But that's just my opinion, and I'm just one of 17 players
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Old March 15th, 2005, 09:47 PM
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Ighalli Ighalli is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

I'll go with man!

I'm in favor of using Zens scales mod, but I think we should restrict pretender choices to the point where his pretender mod might not be useful. Perhaps we could either pick a pretender with no magic or a human only. Thoughts on that? I'd also rather have a limit like level 4 research instead of just tweaking existing spell prices. That having been said, I'd be interested in a lower magic mod either way you decide to do it.
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Old March 15th, 2005, 10:44 PM

Ironhawk Ironhawk is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

Yeah good point ighalli. It would be way less work to just wipe out all spells over level 4, right? Then set research to Very Hard and we would still have a lot of diversity.

I think we need to allow magic on the pretender tho. First, it restricts pretender choices too severely. Second, many nations rely on thier pretender to get non-national magic paths. Someone in the unit-rebalance thread mentioned the idea of capping pretender magic at 9 levels total, which I thought was an interesting suggestion.
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