|
|
|
|
|
July 29th, 2009, 10:55 PM
|
Second Lieutenant
|
|
Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
|
|
Re: Mod Project - Metaphysics
Make the über researcher an unique unit recruitable from your capital magic site. That way you should be able to get it back even if it dies or gets seduced.
You might have to make a couple of über researchers though, depending on how much rp / turn you want.
|
July 30th, 2009, 08:05 AM
|
First Lieutenant
|
|
Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
Thanks: 133
Thanked 78 Times in 46 Posts
|
|
Re: Mod Project - Metaphysics
If I make them female are they immune to succubi?
Are mindless units, I wanted to make them mindless anyway?
Otherwise immortal, recuperating etc, but not useable in combat, or for magic.
I will need more than one per nation at least (max rp/unit < 200), so unique is not such a good idea.
And probably I'm going to use them as both starting commanders and starting scout, I don't really like the idea of making them summonable, everyone would just summon them whenever he can I guess. Unless they are summonable only on the first turn.
Quote:
Originally Posted by LDiCesare
Be cautious. As described, this has side effects: You would transform LA Pythium into a blood nation for instance.
|
Hmm, good point. I will probably have to deviate from the rule for certain mages.
|
July 30th, 2009, 08:19 AM
|
|
Major General
|
|
Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
|
|
Re: Mod Project - Metaphysics
It's time-consuming, but... If you gave each nation a series of spells that could summon unique researcher units (so multiple spells and unique units would be required for each nation) then you could both cap the number of researchers per nation (i.e. if a nation had 5 summon spells, they could only get 5 researchers) and, by setting costs and/or research levels of the spells appropriately, you could limit how quickly a nation got them.
Inanimate units may well be immune to seduction, I think.
Complete immobility might be a good idea, as it makes them less usable in combat.
|
July 30th, 2009, 03:31 PM
|
|
Colonel
|
|
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
|
|
Re: Mod Project - Metaphysics
Quote:
Originally Posted by Gregstrom
It's time-consuming, but... If you gave each nation a series of spells that could summon unique researcher units (so multiple spells and unique units would be required for each nation) then you could both cap the number of researchers per nation (i.e. if a nation had 5 summon spells, they could only get 5 researchers) and, by setting costs and/or research levels of the spells appropriately, you could limit how quickly a nation got them.
|
Err. Ain't that simply impossible? 70 nations x 5 spells takes 350 spell slots, over the limit by about 220 spells. Only way I could see this happen would be to make a different version of the mod for each era and save spell slots by overwriting nationals from other eras.
But is this all trickery really so necessary? I mean we're playing (mostly) against humans? You could just say that you can only have 3 researcher units, if someone cheats, you could easily tell it from the research graph.
|
July 30th, 2009, 06:11 PM
|
Captain
|
|
Join Date: Apr 2004
Location: France
Posts: 820
Thanks: 4
Thanked 33 Times in 24 Posts
|
|
Re: Mod Project - Metaphysics
But then you'd have to turn the graphs on all the time.
There are spells that can summon several uniques though (Elemental royalty for instance). Isn't that moddable too so you'd need just one spell per nation?
|
July 31st, 2009, 04:47 AM
|
|
Colonel
|
|
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
|
|
Re: Mod Project - Metaphysics
Quote:
Originally Posted by LDiCesare
But then you'd have to turn the graphs on all the time.
|
Perhaps not. You could houserule that when a player is elminated, the player responsible has to send his turn file for the eliminated player to inspect.
But I find it kind of silly to assume that players would cheat if the mod gave the opportunity. We have a pretty solid community here, right? But I just might be naive, thought.
Quote:
Originally Posted by LDiCesare
There are spells that can summon several uniques though (Elemental royalty for instance). Isn't that moddable too so you'd need just one spell per nation?
|
Sorry, can't do.
|
July 31st, 2009, 03:57 PM
|
First Lieutenant
|
|
Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
Thanks: 133
Thanked 78 Times in 46 Posts
|
|
Re: Mod Project - Metaphysics
Well, I will try to monitor the usage of special units and spells.
It's very exploitable and better safe than sorry.
Also this would allow a lot more modding options (a spell that changes, depending on how often it was cast, or gets random results, etc).
This is what will keep me for a time, the researcher units are basically finished, except tweaking them.
So I will probably go along these lines (maybe I'll add the opportunity to boost research with a second shape but with a huge upkeep cost - like when you were only recruiting high level mages):
Good research (Arco, Bogarus, Marverni, Pythium, Man, Marignon, Abysia, Bandar)
Turns-----1-----2 to 11---12 to 23----24 to 35---36 to 48---49+
RP/Turn--200------80-----------140-------200-------270------350
Mediocre research (...)
Turns-----1-----2 to 11---12 to 23----24 to 35---36 to 48---49+
RP/Turn--100------60-----------120-------180-------250------340
Bad research (Niefel, Mictlan, Sauro, Pangea)
Turns-----1-----2 to 11---12 to 23----24 to 35---36 to 48---49+
RP/Turn--0------40-----------100-------165-------240------330
Similarily 3 different costs
Expensive (Pythium, MA Ermor, Caelum, Hinnom, Van, Hel, Abysia, Lanka, Bandar)
Mediocre (...)
Cheap (Mictlan, Lanka, Arco, Ulm, Jomon, Man, Agartha)
Magic 3 scales will mean +30 more rp/turn.
As you can see the distribution favors weak nations, however I tried to keep it thematically justified.
Here are my indicators
Good research - highly cultured, strong progressive movement
Bad research - barbaric, very traditionalistic or even backwards
Expensive - established, possibly decadent magocracy, money/status motiviation for research
Cheap - more down to the earth mages, altruistic or patriotic motivation
Are the differences to big/small?
Would be interesting to compare to score graphs of normal games.
|
August 7th, 2009, 03:41 PM
|
Captain
|
|
Join Date: Apr 2004
Location: France
Posts: 820
Thanks: 4
Thanked 33 Times in 24 Posts
|
|
Re: Mod Project - Metaphysics
Regarding research, is ti possible to boost a magic item, like skull mentor?
You'd just have to put two or three of these to the starting commanders, and not make them buildable.
|
August 7th, 2009, 04:17 PM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Mod Project - Metaphysics
Nope.
|
August 12th, 2009, 01:56 AM
|
Major General
|
|
Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
|
|
Re: Mod Project - Metaphysics
I have some questions
How does pretender research work? You claim they get a +15 bonus - do they still net +1 RP/magic path? Do 'mage' pretenders still get a research bonus (and the great sage a higher bonus yet?) relative to other pretenders? If these aren't the case, have pretender costs been rebalanced to accomodate these changes in the strengths and weaknesses of various chasses?
Have you playtested your changes to the magic scale? Is drain the same but in reverse? Does the magic scale feel underpowered now compared to other scale choices?
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|