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August 31st, 2007, 04:42 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: New Mod game: Amoscalypse Now
Doh.
Maybe we should rethink this game? It's kind of falling apart at the moment. There was quite a bit of interest in a free for all mod game, but maybe people didn't realise how unbalanced it was actually going to be...
Those of you who are stepping down, would you be interested in the third balanced mod game, should it be made?
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August 31st, 2007, 04:58 PM
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Sergeant
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Join Date: Aug 2007
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Re: New Mod game: Amoscalypse Now
> Those of you who are stepping down, would you be interested in the third balanced mod game, should it be made?
Yes.
And some info. Sylvania and Urdheim beat Stigian Corruption below 20 turns. We could not play to end, but outcome was clear. Elves raiding&fading, the Stigian God won everything but could not catch all, the Stigian troops die hard but cost much, Harlekins deadly, but again, can't catch all... and both Urdheim and Sylvania rule on traps/shooty armies. And Stigian Corruption was player, not AI.
Balance is hard. I get a lot of respect for Sylvania. And Urdheim should be Uberheim!
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August 31st, 2007, 06:06 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
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Re: New Mod game: Amoscalypse Now
I thought the whole point was to play an unbalanced game. If the combined mod works without bugs, let's play. Who cares; I'll take Homer's spot if you need another one.
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August 31st, 2007, 07:21 PM
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Corporal
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Join Date: Apr 2004
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Re: New Mod game: Amoscalypse Now
Yeazh, I am still in, this game is going to be lots of fun. If people drop out and we need more, ask for more players. I am pretty sure there are people who dont mind an unbalanced game.
Unbalance creates its own diplomatic dynamic.
Having said all the above I do have to admit, I would like to ask Amos if he is still around ( not, right?) if that 37 Defense on the Stigian Corruption unit is what he meant or a typo, because it does seem like a typo.
I also think if someone is brave enough to want to play whatever nation they want, I say let them. As long as they are not going to drop out in 20 turns amidst whining about imbalance. They must be sincere and have some heart.
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September 1st, 2007, 12:12 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: New Mod game: Amoscalypse Now
Admittedly, I have not looked at the nations chosen yet, especially not Sombre's choice, so I am still under the impression that even if one of the nations is more powerful than the others, alliances will even it out again - even if he has an impossibly powerful god, that god can't be everywhere at all times, can he?
Wikd, it seems you didn't get what this game is about, and that is to bash at each other with excessively powerful stuff, nothing like that mod that you picked. I warned you to save you the frustration in advance, and I'd still let you play the mod if you want, I just don't think you will have any fun in doing so. I don't understand how that advice is a bad thing. If a balanced game with mod nations is what you are looking for, I have already two games like that running and as long as there is interest I will continue to host games like that. Those are a challenge to everybody.
Okay, sorry for taking my time, I had to setup my system from scratch again, which took most of my week from me. The combined mod should be ready soon, now that I have Dom3 running on my new system again... Then you can try out if a combined effort from all of you could defeat Sombre's nation of choice or not, and then we can assess that situation. Please don't throw in the towel before that, this was never meant to be a serious game to be won by skill, anyway... 
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September 1st, 2007, 03:37 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: New Mod game: Amoscalypse Now
Everyone on Sombre? We'll see if you can take me, bwahahahah.
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September 3rd, 2007, 01:40 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: New Mod game: Amoscalypse Now
Okay, sorry for taking so long folks, here is now the preliminary mod for the game so people can try out the nations in a game together: http://www.mediafire.com/?1ulr1nfienz
I put them all into late age. Unpack the file into your mods folder, enable one of the two mods in your game preferences (one has the 7 chosen nations, the other one has the Seraphim from Angelic Crusade as a bonus nation, too), then create a new game.
Because of nations with not too many new units like Insectoids and Magoserium, we have no problems at all with the descriptions for the seven nations that have been picked. That's why I added some other nation - if I include the Seraphim, for example, then only some nation descriptions are missing that you only see during pretender creation anyway. I have to say that these mod nations together are looking very very interesting, I think.
EDIT: Fixed the link 
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