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Re: Unsanity... surely this is modness! Sub wanted for leading nation.
Sorry to always be the one asking for delays here, but could I possibly get a 6 hour delay on this turn? I just got a message back from llamaserver that I sent in the wrong 2h file, and i don't have access to dominions to sort it out until a few hours after the hosting.
If not, one stale at this point doesn't actually effect me too much, so I'll deal with it. |
Re: Unsanity... surely this is modness! Sub wanted for leading nation.
Okay, the dalay's in.
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Re: Unsanity... surely this is modness! Sub wanted for leading nation.
Thanks Greg
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Re: Unsanity... surely this is modness! Sub wanted for leading nation.
Caelum is seeking for a single Ring of Sorcery. We can offer nature, death & astral gems in exchange. Air boosters & Staffs of Storms also available.
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Re: Unsanity... surely this is modness! Sub wanted for leading nation.
Well, that was an interesting battle.
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Re: Unsanity... surely this is modness! Sub wanted for leading nation.
I'm going to update CPCS (CrossPathCombatSpells) soon, which is in use in this game. If anyone has anything to say about the spells added, I'd appreciate if it was posted on the mod thread (see my signature for link). There are other mods in this game that also add spells, but if you're unsure from what mod a new spell in question is, the ones from CPCS are easy to pinpoint.
1) They're all crosspath (with no blood or holy) 2) They're all combat spells 3) They're all between researchlevels 3-6 And if any of you have ideas for new cool spells, I invite you to suggest them. I'm often replacing spells in the mod if I notice that they aren't working as imagined they would. |
Re: Unsanity... surely this is modness!
Trading Flame Helmets for gems and stuff.
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Re: Unsanity... surely this is modness!
It's dissertation time for my wife, and apparently I'm the official spelling and grammar guru. As a result, I haven't had a chance to look at my turn yet. I've given myself an extension.
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Re: Unsanity... surely this is modness!
Sorry for spamming these messages, but I'm going to update Holy War mod soon, which is in use in this game. If anyone has anything to say about the changes in this mod, I'd appreciate if it was posted on the mod thread (see my signature for link). There are other mods in this game that also change stuff, but the workings of the Holy War mod are easy to spot.
1) All of the new holy sites are from this mod. Are they too common? Are the recruits too good? Too weak? 2) All of the new researchable pure holy combat spells are from this mod. "Chastice", "Faith Healing" and "Smite Heretic" are from this mod too. Are they usable? Are they enough to warrant recruiting some priests after turn 20? Could they be too strong even? 3) How about the summons (a'k'a "Call Guardian of X" spells)? They're not meant to be game-breaking, just generally useful. 4) How about the common indy-priest nerf? People okay with it? Here is a list of changes I'm already committed to doing, just in case. Quote:
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Re: Unsanity... surely this is modness!
Well, it looks as if the game will end soon (barring something unexpected happening). I'd like to be the first to thank everyone for playing - 50 turns without anyone staling out must be some sort of record. I've enjoyed all the mods, and am very tempted to start up a similar game after this one ends.
I'd congratulate Caelum in advance, but essentially I'm an optimist and so I'll wait the requisite couple of turns before making official congrats. |
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