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  #81  
Old March 28th, 2008, 04:39 PM

triqui triqui is offline
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Default Re: vengeance of the dead, how it works with 1000+

Quote:
Foodstamp said:
The mod gives you the option to create new MP games without VotD if you like. I am also willing to create a mod that eliminates everything that you guys are deeming exploits in other threads:

Vengeance of the Dead
Mists of Deception
Sickle whose Crop is Pain
Twiceborn

I can't mod out the retreating after casting enchantments or prevent people from hexediting files.
Problem is that twiceborn is not an exploit per se. It is a useful and cool spell, that some specific nations/units can exploit to gain an extra adventage (a limited form of inmortality) through a bug. i preffer just to sign a gentleman pact about not using twiceborn on demons.

VotD is WAD, so no problem with it, and i dont have a problem with the sickle. MoD is already banned in most games i think.
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  #82  
Old March 28th, 2008, 04:43 PM

kasnavada kasnavada is offline
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Default Re: vengeance of the dead, how it works with 1000+

Your "arguments" are, I quote you :

Quote:
It *^might^* be possible to get a solution that avoid every possible danger and exploit in a perpetually stalled province (imagine a battle like that in someones capitol...). The point is.. WHY bothering with it? Finishing the battle at a point (turn 50) is easier and cleaner.
Unless I somehow forgot how to speak english properly, what you said is : "It would probably work but involves lots of changes."

Am I wrong ? I will have to relearn English all over again if I am though. That would be a pain.

For your information the system that I speak about already exists in other games : an example would be planet ground fighting system in MOO3. This game has issues too, but whatever, they are off-topic.
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  #83  
Old March 28th, 2008, 04:48 PM

triqui triqui is offline
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Default Re: vengeance of the dead, how it works with 1000+

Quote:
kasnavada said:
Unless I somehow forgot how to speak english properly, what you said is : "It would probably work but involves lots of changes."

Am I wrong ? I will have to relearn English all over again if I am though. That would be a pain.
Yep, you'll have to relearn English, or i'll do. Becouse we read the sentence completelly different. What i said is:

While it *might* be possible to find a way your solution works (which it still DOESNT, hence the "might", which is even marked with *^ ^* to stress it), it is not worth the effort.

Shortly, in my opinion, your solution does not work. It *might* (or might not) be possible to find a way that it *could* work in an hypothetical future, but it is not worth the effort (once again, in my opinion)
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  #84  
Old March 28th, 2008, 05:03 PM

kasnavada kasnavada is offline
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Default Re: vengeance of the dead, how it works with 1000+

Triqui... reread with a cool head what you just wrote later on please...
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  #85  
Old March 28th, 2008, 05:06 PM

Kuritza Kuritza is offline
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Default Re: vengeance of the dead, how it works with 1000+

Quote:
johan osterman said:
Ok, I was just speculating. Truth be told. The game trys to rout both sides before it kills off.
And there's a rather simple solution - replace these undead with another type of chaff, not mindless. Incredibly brave, like morale 30+, but not immune to rout. Make a special 'avenging soul' creature for VotD, maybe make it slightly tougher to compensate. Problem solved - on turn 50 souls flee, victim wakes up victorious.
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  #86  
Old March 28th, 2008, 05:08 PM

triqui triqui is offline
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Default Re: vengeance of the dead, how it works with 1000+

Quote:

Triqui... reread with a cool head what you just wrote later on please...
Done. I stand on what i said.

Your solutio, as you has proposed, does not work.

I believe that, with enough effort, you could find a way it could work (or not). Currently it doesnt.

That effort is pointless, becouse even if you find a way it works, it is still inferior to the hardcap turn limit.

So i dont see why we should spend a lot of hours trying to make a way your proposal *might* work in a future, just to get a 2nd rate solution that is still, in my opinion, inferior to the hard cap limit.
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  #87  
Old March 28th, 2008, 05:12 PM
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Foodstamp Foodstamp is offline
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Default Re: vengeance of the dead, how it works with 1000+

Quote:
Kuritza said:
Quote:
johan osterman said:
Ok, I was just speculating. Truth be told. The game trys to rout both sides before it kills off.
And there's a rather simple solution - replace these undead with another type of chaff, not mindless. Incredibly brave, like morale 30+, but not immune to rout. Make a special 'avenging soul' creature for VotD, maybe make it slightly tougher to compensate. Problem solved - on turn 50 souls flee, victim wakes up victorious.
This sounds like a simple fix to me .
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  #88  
Old March 28th, 2008, 05:12 PM

triqui triqui is offline
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Default Re: vengeance of the dead, how it works with 1000+

Quote:
Kuritza said:
Quote:
johan osterman said:
Ok, I was just speculating. Truth be told. The game trys to rout both sides before it kills off.
And there's a rather simple solution - replace these undead with another type of chaff, not mindless. Incredibly brave, like morale 30+, but not immune to rout. Make a special 'avenging soul' creature for VotD, maybe make it slightly tougher to compensate. Problem solved - on turn 50 souls flee, victim wakes up victorious.
I think the problem is not that they are mindless. The problem is that they are leaderless. Golems are mindless i think, but vanish on turn 50.
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  #89  
Old March 28th, 2008, 05:19 PM

kasnavada kasnavada is offline
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Default Re: vengeance of the dead, how it works with 1000+

I think that I put triqui in a mood where he will just refute any solution that works.

I like your solution foodstamp, it certainly the simplest found so far.
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  #90  
Old March 28th, 2008, 05:26 PM

triqui triqui is offline
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Default Re: vengeance of the dead, how it works with 1000+

Quote:
kasnavada said:
I think that I put triqui in a mood where he will just refute any solution that works.

I like your solution foodstamp, it certainly the simplest found so far.
Nope, i would refute any solution that DOESNT work. Like yours

Kuritza solution might work, but i think the problem is not that they are mindless, it is that they dont have a leader. So changing them to non-mindless wont work, unless you make a leader for them.
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