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April 30th, 2007, 07:15 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: 60 Player MegaGame Discussion Thread
Or just DON'T use new flags, but every age's nation is allied with his two other counterpart and they start next to each other on the map... to balance out the early/middle/late strength conflict. Okay, a bit problematic that not every nation is present in every age. Use mods! 
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April 30th, 2007, 07:16 PM
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Sergeant
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Join Date: Jan 2007
Posts: 386
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Re: 60 Player MegaGame Discussion Thread
Isn't there already and banners and standard mod that changes each era of each nation? I believe they should all be different enough with that mod. Hard magic research would be good, difficult could seriously hamstring some nations (MA Argatha and MA Yomi (?) come to mind)
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April 30th, 2007, 07:18 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
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Re: 60 Player MegaGame Discussion Thread
I agree with bandar, just use Zepath's wonderful flag mod. It makes the flags unique to every era.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
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April 30th, 2007, 07:30 PM
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Second Lieutenant
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Join Date: Dec 2003
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Re: 60 Player MegaGame Discussion Thread
A fellow in the irc channel thought you might run into the cap on how many units and commanders can exist. I think that's a point. The cap is some ridicilous number, but still. Perhaps banning LA ermor and rlyeh would help with that, since they tend to have more units than many other nations combined.
amusing thought:
Turn 30, arco casts wrath of god.
Turn 31, arco's capitol wanishes in a puff of nuclear blasts.
but arcane nexus is still too good.
edit: removed hesitation and bad grammar from last line.
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April 30th, 2007, 07:58 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: 60 Player MegaGame Discussion Thread
Turn 32, now that there's space on the enchantment scale, Machaka casts Burden of Time.
Turn 33, Machaka laughs because no-one is alive to dispel it.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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April 30th, 2007, 08:01 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
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Re: 60 Player MegaGame Discussion Thread
*waiting on Ermor's Utterdark and Niefel's Illwinter*
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April 30th, 2007, 08:32 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: 60 Player MegaGame Discussion Thread
Quote:
mivayan said:
A fellow in the irc channel thought you might run into the cap on how many units and commanders can exist. I think that's a point. The cap is some ridicilous number, but still. Perhaps banning LA ermor and rlyeh would help with that, since they tend to have more units than many other nations combined.
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Most of the limits in the game were tweaked based on me doing things that Johan never thoiught that anyone would ever try and do. The maximums on sizes in maps were made smaller, packet transmissions larger, and maximums on things like units and commanders vastly increased.
I ran many test games with a few human players and the rest AIs. One of them is still running.
http://www.dom3minions.com/games/PvK...ia/scores.html
But this is a game no one has done yet so we dont know what will happen. I expect it will be on a linux server in text mode. I recommend that the map be downloaded by everyone instead of having the server send it on the first turn. And I recommend rotating backups on each pre-exec
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-- 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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April 30th, 2007, 09:11 PM
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Second Lieutenant
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Join Date: Jan 2007
Location: Ohio
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Re: 60 Player MegaGame Discussion Thread
if you decide to use a flagmod, someone should throw together one that is super simple to tell who is who. it could only have black text on white background, and just say "EA Abysia", just the age and nation.
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April 30th, 2007, 09:19 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: 60 Player MegaGame Discussion Thread
Arcane Nexus doesnt bother me.
Utterdark should be banned. With 40+ players you would think that it could be dispelled... but if it cant? or people dont orgnaize properly? Then Utterdark player wins without needing to capture any territory.
I vote against a bidding system. Too complicated with this many people. Just do first come first serve and keep the post updated.
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April 30th, 2007, 09:19 PM
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First Lieutenant
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Join Date: Jan 2007
Location: Tampa, FL
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Re: 60 Player MegaGame Discussion Thread
Difficult of very difficult research
Ban Nexus
I kind of like the idea of 3 random picks, choose 1 on a first come/first served basis...or maybe even 5 random picks.
Wait for patch only if within 2-3 weeks (maybe a test run till then?)
No vote on starting age, especially with site % fixed
Questions:
With 9(?) water nations, how many water tiles on the map?
Random start locations or fixed?
At 16.xx provinces per nations this is going to get crowded pretty quickly. Any thoughts on increasing map size?
Any randomness going on? Random units, commanders, provinces, buildings, etc?
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