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Author Topic: Re: Dominions 4 Round 18: More Worser Things (Hashed NationGen) - game finished  (Read 108255 times)

bulborbish

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Re: Dominions 4 Round 18: More Worser Things (Hashed NationGen) - Planning
« Reply #75 on: November 18, 2015, 06:53:53 am »

MA looks just fine, nothing that stands out as OMGWTF ridiculously overpowered.

Granted, raws on the nations would be nice, just to be sure.

EDIT: NEVERMIND I AM THE BLIND
« Last Edit: November 18, 2015, 07:30:40 am by bulborbish »
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AlStar

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Re: Dominions 4 Round 18: More Worser Things (Hashed NationGen) - Planning
« Reply #76 on: November 18, 2015, 07:52:02 am »

Yeah, I'm not seeing anything that seems either too bad or crazy overpowered in MA - I'm willing to go with this bunch.

E. Albright

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Frumple

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Re: Dominions 4 Round 18: More Worser Things (Hashed NationGen) - Planning
« Reply #78 on: November 18, 2015, 11:04:19 am »

Ooh, those stealthy/flying/awe pigeon sacreds look hilarious. Don't seem to have stealthy priests to go along with them, though, but that can be fixed...

... I'm totally voting for the mulligan at this point, though. There are a lot of spy nations on the field, and I'd be verra' happy to roll the dice for a chance to lower that number >_>
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E. Albright

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Re: Dominions 4 Round 18: More Worser Things (Hashed NationGen) - Planning
« Reply #79 on: November 18, 2015, 11:10:15 am »

Poll is up to make it formal, although we should have a fairly rough idea just from the voice vote.
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PrimusRibbus

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Re: Dominions 4 Round 18: More Worser Things (Hashed NationGen) - Planning
« Reply #80 on: November 18, 2015, 12:41:37 pm »

Did a brief skim and it seems pretty middle of the road. A little ho-hum, but nothing popped out as too wildly unbalanced.

I could go either way on a mulligan. Part of me would like see if we can get some weirder nations, but at the end of the day there's a very real chance that whatever we regenned would be much more unbalanced.
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E. Albright

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Re: Dominions 4 Round 18: More Worser Things (Hashed NationGen) - Planning
« Reply #81 on: November 18, 2015, 01:15:37 pm »

... I'm totally voting for the mulligan at this point, though. There are a lot of spy nations on the field, and I'd be verra' happy to roll the dice for a chance to lower that number >_>

If it's any consolation in this regard, I'll point out that every team has spies, and so only one team has two spies.
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Frumple

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Re: Dominions 4 Round 18: More Worser Things (Hashed NationGen) - Planning
« Reply #82 on: November 18, 2015, 02:43:47 pm »

That's arguably even worse, since you can't even narrow down the cause when unrest starts spiking all over your nations :P
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Elfeater

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Re: Dominions 4 Round 18: More Worser Things (Hashed NationGen) - Planning
« Reply #83 on: November 18, 2015, 03:12:53 pm »

EDIT: Nevermind, I suppose there i enough variance.
« Last Edit: November 18, 2015, 03:28:19 pm by Elfeater »
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EuchreJack

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Re: Dominions 4 Round 18: More Worser Things (Hashed NationGen) - Planning
« Reply #84 on: November 19, 2015, 02:40:39 am »

More detailed analysis:

Most nations have either death or astral magic, which gives significantly more diversity to pretender design.  In this regard, these nations are more balanced than Native.

E. Albright

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Re: Dominions 4 Round 18: More Worser Things (Hashed NationGen) - Planning
« Reply #85 on: November 19, 2015, 09:23:50 am »

Well, assuming we've had no drive-by voters, we're at a majority for "stick with it". This is in keeping with thread chatter. So I'm gonna go ahead and go ahead.

The mod: Cursed Office


Same basic procedure as last time, with one fairly obvious change.



Do we want to have fixed starting positions (and if so, who's setting them up, and how?) or do we want to leave ourselves at the mercy of the clustering algorithm?
« Last Edit: November 20, 2015, 12:58:58 am by E. Albright »
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Frumple

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Re: Dominions 4 Round 18: More Worser Things (Hashed NationGen) - Planning
« Reply #86 on: November 19, 2015, 10:35:27 am »

... some sort of starting position would probably be better, but we're also rolling with a theme of randomness, so... we should throw ourselves further on the mercy of the RNG :P

---

... also, whenever someone gets around to downloading the mod, could they kindly upload it... somewhere else? Mega.nz hates every browser I use, for whatever reason :V browser needs to be updated my arse

It's safer to just go with the pregenned one than muddling about doing it manually, heh.
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IWishIWereSarah

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Re: Dominions 4 Round 18: More Worser Things (Hashed NationGen) - Planning
« Reply #88 on: November 19, 2015, 11:30:46 am »

By the way, we're keeping on Hexawyr ?

If so, we can nearly begin picking nations now, don't we ?
(even though I'd really need to review them thoroughly :-° )


PS: oh and I think having starting positions set would be good on Hexawyr, as the distances are short on this map.
Oh, and a little "detail" I didn't notice before opening the map editor : the rivers link the sea/lakes, in Hexawyr.
« Last Edit: November 19, 2015, 11:46:13 am by IWishIWereSarah »
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E. Albright

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Re: Dominions 4 Round 18: More Worser Things (Hashed NationGen) - Planning
« Reply #89 on: November 19, 2015, 12:04:45 pm »

IWIWS: FWIW, there's no picking nations. haraSereWIhsiWI hashed to 0x11344182, which is 288637314 decimal, which was divided by 10 like all the other seeds to ensure it wasn't too large for NG, which gave you a seed of 28863731, which generated Shiium for MA NG 0.6.9.



Poll reset so we can use it to squabble over fixed/random starts, though I expect we'll actually settle it via discussion.
« Last Edit: November 19, 2015, 12:09:00 pm by E. Albright »
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