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January 19th, 2010, 11:52 AM
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Corporal
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Join Date: Jan 2009
Location: Modena, Italy
Posts: 192
Thanks: 27
Thanked 21 Times in 10 Posts
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Re: Scruntlefut - 2v2v2v2 team game recruiting
I was in a hurry earlier and didn't think about the setting preferences:
-I partially agree on No Independents: I can't recall if it's doable or not through a mod or map commands, but would it be possible to allow only some of them, like some of the omnipresent nature mages, or the very rare populations. Honestly the main reason I like No Independents is to avoid the indiscriminated use of the human Commanders to ferry troops around or as decoys, thus making national troop leaders all but useless. So, if we could allow only some of them, that would be great, else I vote for no independents at all.
-About mercenaries: Why would you forbid them? I find them an integral part of the game, especially for getting started in paths a nation doesn't normally have. I vote for them to be on, if others agree.
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January 19th, 2010, 12:17 PM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
Thanks: 177
Thanked 23 Times in 21 Posts
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Re: Scruntlefut - 2v2v2v2 team game recruiting
Quote:
Originally Posted by Amonchakad
Honestly the main reason I like No Independents is to avoid the indiscriminated use of the human Commanders to ferry troops around or as decoys, thus making national troop leaders all but useless. So, if we could allow only some of them, that would be great, else I vote for no independents at all.
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This is partially negated by CBM itself, where independent commanders are made more costly and national ones cheaper. I can even find an in-game explanation for this... 
So an additional change here isn't really necessary. And, on the other hand, not all nations have, say scouts. And said scouts are surely much more useful on the front line than marching all the way from your capital!
Quote:
Originally Posted by Amonchakad
About mercenaries: Why would you forbid them? I find them an integral part of the game, especially for getting started in paths a nation doesn't normally have. I vote for them to be on, if others agree.
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This I don't know and don't really care. They are fun, surely. But playing TC, I can live without them. Especially as with 8 players it would be quite difficult to secure the ones you need.
A question to Sombre: do I understand correctly that you will assign teams after all players will be ready? Or is it for players themselves to decide? Or something in between?
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January 19th, 2010, 08:02 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Scruntlefut - 2v2v2v2 team game recruiting
Quote:
Originally Posted by Amonchakad
-I partially agree on No Independents: I can't recall if it's doable or not through a mod or map commands, but would it be possible to allow only some of them, like some of the omnipresent nature mages, or the very rare populations. Honestly the main reason I like No Independents is to avoid the indiscriminated use of the human Commanders to ferry troops around or as decoys, thus making national troop leaders all but useless. So, if we could allow only some of them, that would be great, else I vote for no independents at all.
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Hmm, well, I did make a mod for exactly this purpose, so if this was a popular request it could be used. I'd suggest raising magic site settings if using that mod though, because it uses magic sites to add the indies back in.
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