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Old April 21st, 2005, 02:47 PM
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Alneyan Alneyan is offline
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Default Re: PBEM Game: Yarnspinners 2

About Zen: he has expressed interest in joining the game, but didn't give any nation preference. So, he is still in the "top three nations" list (at the beginning of the thread), but not in the "who plays what nation" list (for the time being at least).

I will likely set up the independent nation, or give a full explanation on how to do it. Basically, they will have an unconnected province, so their Dominion won't spread (and vice versa). Even if the province was connected, Dominion kill would require active work from the players, and the independents would probably retaliate then.

Getting the gems will imply heavy use of the Wish spell, which will become a nation-only spell for part of the game (the first ten turns or so). Wish will then cost *no* gem and will only require Astral 1. If possible, the independent nation will start with thirty or so Astral mages, allowing them to cast no fewer than 30 visa wishes on turn 1, so they will have a lot of virtual astral gems.

Building up the PD will either be part of a mod (highly unlikely if memory serves), or will be done the hard way, with the independent nation giving gold for that purpose (and increasing PD themselves). PD 100 would cost 5000 gold, so that would be a nice number, avoiding any mistake like "how much gold can I actually use?". Again, the money will be gained via alchemy, probably by picking an Alchemist Pretender (with an increased alchemy value, if possible) and wishing for the Alchemist's Stone. That should give 50 gold per fire gem or so => 1250 gold per visa wish, and some more alchemy will be possible.

Unfortunately, I do not believe there is any actual modding command allowing to do the above, so workarounds seem to be necessary. That will mean some setup work for the independent nation in the first few turns, but it will no longer be necessary afterwards.
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Old April 22nd, 2005, 07:57 AM
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Default Re: PBEM Game: Yarnspinners 2

Well, the settings should be more or less final now:

- The game will start on May 1 or so.
- Map: Inland if 8 players are involved, perhaps Cradle or Orania if other players join in.
- Independents: 6 strength
- Magic research: Very hard research
- Magic sites at 50, Hall of Fame with 15 entries, renaming is on.
- Mods: Zen Pretenders and Scales, unless someone objects to that other one. The Spell Mod is out, as there is no documentation for the time being.

- No outside judge giving awards; 5 astral pearl per yarn, 10 if most players find the yarn to be interesting.
- Game ending on turn 60, unless most players would like to go on for a longer while (after turn 45).
- Beefed-up PD for all players, along the lines of 100 PD.
- Nation picking will be done on a "top three" basis.
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Old April 22nd, 2005, 09:10 AM
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PashaDawg PashaDawg is offline
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Default Re: PBEM Game: Yarnspinners 2

Hmmm. Orania would be interesting. Shall we check in with Zen to see if he still wants to play?
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Old April 22nd, 2005, 10:28 AM

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Default Re: PBEM Game: Yarnspinners 2

Graphs on or off? I would vote for on, as it may help with the yarns.

And I was hoping to try out the spell mod sometime soon. Zen needs to get cracking on that one!!!
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Old April 22nd, 2005, 01:09 PM

quantum_mechani quantum_mechani is offline
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Default Re: PBEM Game: Yarnspinners 2

Quote:
The Panther said:
And I was hoping to try out the spell mod sometime soon. Zen needs to get cracking on that one!!!
Hmm? Do you mean the item mod? The spell mod has been out for some time.
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Old April 22nd, 2005, 02:13 PM

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Default Re: PBEM Game: Yarnspinners 2

Yeah, I did mean the item mod, in which I hope he nerfs clams and life drain.

I did play the spell mod a few times, and that one is very good. It really balances some of the worst excesses (like Flames from the Sky and Wrathful Skies) and makes many of the lower level summons (Cave & Ice Drakes, for example) actually worthwhile!

Panther
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Old April 23rd, 2005, 09:52 AM
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Default Re: PBEM Game: Yarnspinners 2

A notice about the fatherland file Tauren; you may already be aware of this, but I guess repeating something never hurts. The problem of this file is that you cannot entrust it to the players, but it is the most important file for a game: the fatherland file can recreate the .trn files, and allows the hosting of the game.

So, you should back up the fatherland files somewhere, in case of a hard drive crash or some such (granted, I am paranoid). A FTP somewhere or a floppy/CD-Rom would do the trick; alternatives include sending it to my own backup mail on Gandalf's server (but that may defeat part of the point in having an host not involved in the game), or perhaps even encrypting the file. Gandalf is also working on a small upload routine, so that may be another solution.
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