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August 27th, 2009, 02:12 AM
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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: Overlords - Experimental (ma?) game
MA was pretty much an arbitrary decision for this particular game. Difficult-very difficult research is to keep magic more rare. Basically the overlords are the only people who have much magic. They also have most of the gems in the game. They need these advantages to be competetive, and it creates a scenario that could lead to interesting diplomacy between normal nations and overlords.
EA would probably be good for overlords actually, because there are so many nonhuman superpowers. In the end I decided to go against it on the basis that ea super nations are sort of cliche here :P
So, any takers?
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August 27th, 2009, 02:33 AM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
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Re: Overlords - Experimental (ma?) game
I am interested, I think. Will mod nations be allowed? Actually, on the mod theme, how about mods like CPCS, Holy War, or Endo's Site Mod being included?
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August 27th, 2009, 02:41 AM
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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: Overlords - Experimental (ma?) game
I'm open to more mods, so long as they don't scare people off. This is a completely out there theme already, so I am worried that adding more mods might make it even harder to get players. So far I think the most controversial mod I have listed would be UWGIM... and at least parts of that are going into the next cbm update. I certainly have no objection to the mods you mentioned, I actually really like the idea of adding holy war.
So the inclusion of more mods is possible, but I would like to hear more players thoughts first.
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August 27th, 2009, 03:01 AM
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Sergeant
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Join Date: Jan 2009
Posts: 223
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Re: Overlords - Experimental (ma?) game
Did you have some sort of idea what you wanted for the map? As in generally what placements, how many provs the overlords get and how many extra gems, etc? Depending on how hard it might be, I might be able to edit up a map if I knew generally what you wanted.
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August 27th, 2009, 03:24 AM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
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Re: Overlords - Experimental (ma?) game
I just thought - Tharoon: Decadent Overlords ought to be a must-have for the game
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August 27th, 2009, 03:42 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
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Re: Overlords - Experimental (ma?) game
Sounds intresting, but I don't have room for any more games. But I still got a friendly hint: Once you have all the details worked out, you should make another thread for the game. People aren't really too hots on joining games where the first pages of the game thread are arguments and announcements for changing the settings.
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August 27th, 2009, 04:10 AM
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General
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Join Date: Oct 2007
Posts: 3,007
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Re: Overlords - Experimental (ma?) game
TheDemon: Ideally it would be a map with 3 lakes for the underwater overlords. Overlords should be surrounded by normal nations if possible, and at the least should have at least one normal nation seperating them from other overlords. I am thinking possibly a circular map an overlord on top and bottom, and to on the sides? Or maybe a wraparound map with the overlords in columns with a nation in between them in each direction. Does that sound like it would work? Overlords would start with their full province count, so if it was a 15 province per player game they'd have 15 to start. If you made up the map I would really appreciate it.
Gregstrom: Heh, yeah, that would be pretty fitting. Perhaps I could do mod nations instead of some of the water nations. Tharoon, tomb kings, r'lyeh? If mod nations prove more popular than water nations.
Yeah, you are probably right burn. This can be the concept/planning thread, and I will make a game thread once all of this is hashed out.
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August 27th, 2009, 04:47 AM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
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Re: Overlords - Experimental game. Concept thread
There may be difficulties over dominion spread. Overlord nations could potentially use their starting income advantage to spam temples, giving them ample opportunity to expand freely into normal empires before they get off the ground, and possibly domkill them rapidly.
Maybe some limits should be put on the overlords to help prevent this.
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August 27th, 2009, 06:18 AM
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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: Overlords - Experimental game. Concept thread
Well, they could. But if they are devoting that much effort into expanding their dominion it would make it harder to deal with the other overlords. And I am not sure expansion of dominion would be so quick. They have a lot of territories to fill with dominion after all, so I expect it would take at least some time before they could get their dominion into other people's lands. That is perhaps a valid concern though.
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August 27th, 2009, 12:51 PM
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Sergeant
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Join Date: Jan 2009
Posts: 223
Thanks: 7
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Re: Overlords - Experimental game. Concept thread
I would say overlords perhaps should not have their full province count. If they had only 10/15 to start, then the problem of spammed domspread is lessened since they need to take an extra 5 before they start encroaching on normals.
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