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ducki
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I'd definitely vote for Dominae and Alexman to be on the panel, though I've been so inactive, my vote might not be worth the paper it's printed on.
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Dominae
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Perhaps we could have an even number of "regular" panelist positions, and one "voice of the people" position. Obviously this would be highly undemocratic, but at least non-panelists would have some say in what's going on (thereby hopefully keeping their interest).
The reason I would like to keep the panel small is to ensure that everyone on it is working in the best interests of the AU mod, and not just what they would like to see modified in their own games. From the chaos in alexman's 'FIRAXIS: A list of EASY fixes...' thread, it's obvious that different people want to play the game in different ways. We're looking for the "AU mod way" here. I firmly believe that only a small group of people should be responsible for maintaining the AU mod philosophy. All the others are responsible for coming up with new and exciting ideas.
(By the way, the "chaos" in that thread is good chaos...I'm sure Breakaway/Firaxis is reading every bit of it intently.)
Dominae
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Lord Nuclear
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So let's see. So far we have these confirmed:
Dominae
Theseus
ZargonX
Alexman
lockstep
Nor Me
Seems like a good panel, eh?
Last edited by Lord Nuclear on 16-11-2003 at 23:02
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Dominae
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We poll on certain issues, and let the results act as a seperate panelist.
Dominae
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:31
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Since the plan is to build the new AU mod for C3C from scratch, so I would like to start the discussion about what to include in the first version.
Let's gather all the initial ideas here, and then we can open one thread for each idea. In those threads we can debate whether we need a change, and if so, what the change should be.
Wouldn't it be cool if the readme can provide a link to the discussion thread for each change, where new players can find the arguments for each change? Ideally, the threads would even include in-game proof or tests that support the need for a change and demonstrate that the change works and is balanced.
An obvious start would be to look at AU mod v1.17, and decide which of those changes to keep and which not. Another place to look might be the 'easy fixes' thread in the Conquests forum, as it provides some observations from people that have been playing the game.
What does everyone think? Too much trouble, or worth it?
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Dominae
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Yes, the AU mod version 1.17 is a great place to start. I'll look at it in detail tonight.
Dominae
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lockstep
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Vienna, Austria
Aug 2001 time: 06:31
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Like Dominae, I think we should reevaluate the v1.17 change list in the light of C3C. This may result in a breakdown like
- changes that were adopted in the epic game as they stood (e.g. Great Wall providing walls to towns),
- changes that were adopted in principle, but not in the exact specification (e.g. zero range bombardment for archer type units, yet with only 50% of the corresponding attack value),
- changes that were not implemented, but are pretty likely to be substituted by one of the features introduced in C3C (e.g. no higher attack value for submarines, yet the ability to do stealth attacks),
- unimplemented changes where an arguable, yet less clear-cut connection to a new C3C feature exists (e.g. Military Academy still requires a victorious army, but against the background of vast changes to leaders),
- umimplemented changes without any arguable 'C3C feature connection' (e.g. the number of Cure for Cancer's happy faces).
Obviously, we should start the new AU mod version with class e changes (and do some self-praise for class a ). Class c changes should get axed, at least for now. Mainly, we should take a close look at class b and class d and - after doing some playtesting - decide about a possible re-introduction of some of these former changes. IMO, 'class b'-revivals don't pose a problem, but one would have to give very solid reasons for reviving class d changes.
Afterwards, we can start to tinker with entirely new modifications. 
Last edited by lockstep on 21-11-2003 at 02:57
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Nor Me
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Yes, we'll have almost every change in the PTW version of the AU mod as many of them have been affected by conquests and the rest are probably still applicable.
It would be nice to have seperate threads for each group of changes. I certainly wouldn't want to trawl through the 1300 posts we've had so far to see if someone else suggested something. Most of the important details weren't even in the threads themselves. The downside would be if people kept on starting new threads on old topics rather than posting in existing ones. It'd be optimistic to get everything about a change in one thread but better linking would be useful.
Lockstep (I need to refresh for crossposts more often), I'd imagine they'll be plenty of new changes to fix things that are judged wrong with conquests or to partially counteract known bugs.
I'd propose we divide this into areas like unit changes, goverment changes, changes that only the AI should see and other changes.
We might need several threads on unit changes though I doubt anything useful beyond what we've already got is likely.
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