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  #11  
Old January 30th, 2008, 11:04 PM
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Default Re: Which Mod Nations are Ready for Prime Time?

Quote:
Sombre said:
I don't think any of my MA nations meet your criteria.

I think Alugra by Burnsaber is well worth a go in MA.
What about your Agra Dis?

Anyone played Alugra in MP before?

As far as why I'm not looking for nations derived from other materials... I suppose it's just a personal preference. I like truly unique things. It's the same reason I don't read fan fiction or care for fan drawn art. I'm sure the modded nations are well done - but they don't really hold that much appeal to me.

I'd be willing to host an MP test game of truly *unique* modded nations...
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  #12  
Old January 31st, 2008, 05:29 PM

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Default Re: Which Mod Nations are Ready for Prime Time?

Arga Dis is arguably derivative of 300/Arcoscephale.
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  #13  
Old January 31st, 2008, 06:09 PM
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Default Re: Which Mod Nations are Ready for Prime Time?

Arga Dis is *greek*. It has very little resemblance (other than in sensibility) to 300.

Assuming that Velusion and I share similar standards - a new, German-themed nation named, say, Teutanion, would not be derivative of Ulm.

"Ulm Reborn" is derivative of Ulm
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  #14  
Old January 31st, 2008, 07:20 PM

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Default Re: Which Mod Nations are Ready for Prime Time?

Depraved inbred Augurs, red and gold / blood and bronze colour theme, special hoplite shields and shield bashing.

There's a fair bit of 300 in there.
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  #15  
Old January 31st, 2008, 07:52 PM
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Default Re: Which Mod Nations are Ready for Prime Time?

How bout the MA holburgs? Underpowered true, but not derivitive and well play tested.
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  #16  
Old January 31st, 2008, 07:59 PM

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Default Re: Which Mod Nations are Ready for Prime Time?

I must admit I really don't get this derivative business. I mean, by that measure you shouldn't play R'lyeh (Lovecraft derivative). Or stretching it a bit further you shouldn't play anyone (Arco is just greeks). I mean, Ulm Reborn probably adds as much to the concept of Ulm as Arco does to Greeks.
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  #17  
Old February 1st, 2008, 12:13 AM
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Default Re: Which Mod Nations are Ready for Prime Time?

Quote:
Sombre said:
Depraved inbred Augurs, red and gold / blood and bronze colour theme, special hoplite shields and shield bashing.

There's a fair bit of 300 in there.
Well 300 is really just idealized spartan history. Giving your mod the theme of old sparta drenched in blood is pretty cool. I actually didn't think of 300 when I was playing with the mod - I thought you just took the militaristic spartan history to it's logical conclusion (blood magic).

And I agree with DrP... re-imagining ancient historical cultures/nations with magic fantastical themes can still produce very original mods(depending on how it is done) - but I would rather not play a "version" (however cool) of an already existing dom3 nation.

The Tombkings mod was very well done as well. Since it is quite different than the fantasy world is it derived from have you (llama) ever thought of completely separating it and making it almost wholly original? The way you talked it doesn't sound like it would be that hard...
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  #18  
Old February 1st, 2008, 12:36 AM
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Default Re: Which Mod Nations are Ready for Prime Time?

Quote:
Cor2 said:
How bout the MA holburgs? Underpowered true, but not derivitive and well play tested.
Is the fact that they are underpowered pretty much accepted by everyone?
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  #19  
Old February 1st, 2008, 02:23 AM
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Default Re: Which Mod Nations are Ready for Prime Time?

I think that was the consensus, yes. It was certainly my conclusion.

You can tell they're underpowered just by looking at the magic, actually. Mid-era nations generally have pretty robust (cheap and/or diverse and/or just plain powerful, often two or more of those) magic, and the MA Hoburgs have weak magic and unimpressive (although not terrible) military units.
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  #20  
Old February 2nd, 2008, 11:17 AM
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Default Re: Which Mod Nations are Ready for Prime Time?

Quote:
Velusion said:
Quote:
Sombre said:
I don't think any of my MA nations meet your criteria.

I think Alugra by Burnsaber is well worth a go in MA.
What about your Agra Dis?

Anyone played Alugra in MP before?

As far as why I'm not looking for nations derived from other materials... I suppose it's just a personal preference. I like truly unique things. It's the same reason I don't read fan fiction or care for fan drawn art. I'm sure the modded nations are well done - but they don't really hold that much appeal to me.

I'd be willing to host an MP test game of truly *unique* modded nations...
Hi all! Althought I'm serving my country, they're nice enough to give vacations from time to time. I'm keeping a eye on my "babies" with great intrest. It will be really intresting to see what will QM do with "burning heroes".

But, about Alugra. I think that it's close to being balanced, but it needs testing. It has quite odd gameplay and perhaps numerical balance analysis might not work. I did play a small duel with Folket, but unfortunatley it had to be ended premately and didn't provide much data. If you want my honest opinion, you shouldn't include it in the game since there is a chance that it's too overpowered and spoil the fun a bit. It would be really awesome if someone would be intrested enough to do a couple of quick games with Alugra and reporting to me (or tweak the mod themselves, I really don't mind). Then I could tweak the mod during my next vacation.

Don't know if you'd personally like it thought, Velusion. It has a lot of references to super-hero mythoes (althought they came after I had done the main concept).
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