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December 7th, 2008, 03:04 PM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Ragnarok - unique experimental mod game!
A new game for cold winter evenings Whole game is based on unique mode by Zlefin - it makes (most) units cost only resources. Yep, it's like freespawn national troops! 90% national troops and non-magic commanders cost only resources to recruit and don't eat any upkeep. Mod is still not created, but will be if there is enough interest in that game.
Settings:
Mods: Zlefin's units mod + CBM [all parts except nations, so CB Gods, Scales, Spells]
Age: Middle
Nations allowed: all land except Ashdod
Other settings will be set later, depending on number of players etc
What units will cost gold:
- independents [unless they share unit ID with nationals]
- mages
- priests
- special commanders [theurg communicants of pythium for example][list is not final]
Players:
1. Soyweiser
2. JimMorrison
3. Otthegreat
4. Zeldor
Last edited by Zeldor; December 10th, 2008 at 12:20 PM..
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December 7th, 2008, 03:15 PM
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Corporal
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Join Date: Nov 2007
Posts: 132
Thanks: 1
Thanked 20 Times in 7 Posts
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Re: Ragnarok - unique experimental mod game!
my original idea was:
take all non-commander units.
resource cost = old resource cost + gold cost.
gold cost = 0.
thus making all normal units made of only resources, this way, even late game they would have some use, even if only as chaff (i mean, tehy're free, why not build them?)
though i'm happy to discuss variations thereof, depending on what the interest is.
I will make the mod by manipulating Edi's db to produce the text required most likely.
So, which settings would people like?
Zlefin
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December 7th, 2008, 03:22 PM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Ragnarok - unique experimental mod game!
It's your mod, I am just organising a game for it as I think that's a very interesting idea. And some chance to get Production scales working
But personally I think that some units should be left with gold cost [hydras, to get a different tactic, elephants and mammoths to leave them expensive, sacreds may need a cost doubled if set to resources as they may turn to be cheaper than regular troops].
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December 7th, 2008, 04:26 PM
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Lieutenant General
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Join Date: Feb 2004
Posts: 2,687
Thanks: 20
Thanked 54 Times in 39 Posts
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Re: Ragnarok - unique experimental mod game!
zeldor, those issues are dealt with by zeflin's proposal to make the resource cost equal to the combined total of resource AND gold cost.
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December 7th, 2008, 05:29 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: Ragnarok - unique experimental mod game!
Yeah, 501 Resource Hydras would be more prohibitive than 500 Gold + 1 Resource.
I'm game, this sounds interesting. The one tweak that I might recommend, is to consider removing "capital only" restrictions. Since this affects mostly sacreds, and most sacreds have high Gold cost, a Gold+Resource cost would make it impossible to recruit very many from any one castle. Of course, commanders could be left as they are, and not affect the gameplay.
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December 7th, 2008, 06:00 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Ragnarok - unique experimental mod game!
Edi's database lists all of the national units, and in another section gives their cost and resource. A spreadsheet person might be able to whip out the bulk of this mod for you.
Or it would be really simple to just generate a list that goes from 0-2099 setting each unit to a cost of zero if you dont mind it also affecting gods and indepts.
Either way it would definetly generate a different game. Im all for different games.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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December 7th, 2008, 07:15 PM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
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Re: Ragnarok - unique experimental mod game!
Sound very interesting. Makes the LA r'lyeh and ermor dominion effects even more nasty. Not only do they reduce the gold income, but also your production capacities where they are most needed, the frontlines.
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December 9th, 2008, 06:02 PM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Ragnarok - unique experimental mod game!
We need a bit more people before Zlefin actually makes that mod and game gets started.
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December 10th, 2008, 06:42 PM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
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Re: Ragnarok - unique experimental mod game!
Quote:
Originally Posted by Zeldor
We need a bit more people before Zlefin actually makes that mod and game gets started.
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"If you build it, they will come."
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December 9th, 2008, 08:17 PM
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Corporal
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Join Date: Nov 2007
Location: Vermont, USA
Posts: 159
Thanks: 5
Thanked 1 Time in 1 Post
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Re: Ragnarok - unique experimental mod game!
I'd be interested in this.
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