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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Multiplayer and AARs

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  #31  
Old January 28th, 2010, 03:23 PM

Belac Belac is offline
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Default Re: Single-Castle Game: OneFort (Full, Organizing)

If you, or another player, could do something like that, that would be wonderful. I'm not sure about tribal mages; They aren't as unbalancingly powerful as magic-site indy mages, and everyone is likely to get the chance at them. As to indy units, I did have in mind that they would be nearly all unavailable (there's always the indy archer, but I don't think it would detract from this game to remove them too).
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  #32  
Old January 28th, 2010, 05:06 PM

Valerius Valerius is offline
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Default Re: Single-Castle Game: OneFort (Full, Organizing)

Sure, I can work on the mod.

The tribal mages aren't that powerful but everyone will be recruiting them so that they can get more than the one researcher a turn from their capitol. A big part of my concern with magic sites granting mages was based on my assumption that there wouldn't be tribal mages in the game. If there were no tribal mages then you'd have some nations recruiting only their capitol mage every turn while others recruited 2 or more depending on what sites they found. I think you can have tribal mages but not sites that allow mage recruitment but if you allow sites with mages then you have to have tribal mages as well.

But I like the idea of playing essentially a no indie map: allow only recruitment of non-mage indie commanders to ferry troops (maybe scouts as well?) but no indie troops. This helps emphasize national differences (for example, everyone can't recruit indie archers).
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  #33  
Old January 28th, 2010, 05:23 PM

Belac Belac is offline
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Default Re: Single-Castle Game: OneFort (Full, Organizing)

I could go either way, so I will go with you. Make a mod restricting recruitment of indies to just commanders (and, I think, priests, but not scouts), and upload it, and we will use that, CBM 1.6, and the no mage sites mod.

Thanks!
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  #34  
Old January 28th, 2010, 05:27 PM

Valerius Valerius is offline
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Default Re: Single-Castle Game: OneFort (Full, Organizing)

Ok, one more thing to consider is gold/resources. Without indies and with only one castle you could easily have more gold than you can use for recruitment. Obviously these settings skew towards nations with low resources troops but I think there should be some way to use gold. Increasing resources from the default is one option. We could also allow tribal mages and even magic sites with mages and have that be an outlet for gold.

Another idea is to allow players to keep captured capitol forts. This provides an additional incentive to take an enemy capitol as it unlocks your non-cap mages and gives you another fort from which to recruit troops. This also helps with the problem of the last few players having more gold than early on but still just one fort in which to spend it. At the same time, you still won't have the number of forts you typically see in the late game.
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  #35  
Old January 28th, 2010, 05:47 PM

Belac Belac is offline
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Default Re: Single-Castle Game: OneFort (Full, Organizing)

That is one reason I could go both ways on the tribal mages. Another gold factor is that people are going to be buying a lot of PD, in lieu of fortifications/larger armies.
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  #36  
Old January 28th, 2010, 06:21 PM

Valerius Valerius is offline
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Default Re: Single-Castle Game: OneFort (Full, Organizing)

Thinking it over, we might be best off allowing recruitment of any indie commanders (but no indie troops) as well as leave the magic sites with mages as is, as Frozen Lama suggests. This gives a couple of options for spending gold besides in one's capitol. In particular, with only one fort I think you have to allow indie scouts since no one can afford to waste their capitol recruitment slot on a scout.
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  #37  
Old January 28th, 2010, 07:25 PM

Frozen Lama Frozen Lama is offline
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Default Re: Single-Castle Game: OneFort (Full, Organizing)

CF2 has made me hate non-wrap maps. i am in the exact center of threelake and it sucks. i will only play a non-wrap map if it has preset starts
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  #38  
Old January 28th, 2010, 08:48 PM

Valerius Valerius is offline
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Default Re: Single-Castle Game: OneFort (Full, Organizing)

Yeah, you have the one really bad start position in the game. We could probably switch the start positions around but I think it would be hard to avoid having anyone in the middle of the map.

Well, if we want a wraparound, what about Streamlands? The same number of land provinces but only half as many water provinces as Bering.

Last edited by Valerius; January 28th, 2010 at 09:09 PM..
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  #39  
Old January 28th, 2010, 08:59 PM

Frozen Lama Frozen Lama is offline
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Default Re: Single-Castle Game: OneFort (Full, Organizing)

i vote streamlands
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  #40  
Old January 28th, 2010, 11:12 PM

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Default Re: Single-Castle Game: OneFort (Full, Organizing)

I vote for streamlands
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