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Re: Tourmaline - Mod Nations Game
I'm very tempted to join actually, but had better not. In the next six weeks I have to hand in my thesis (Friday), start a job (my first non-summer job), move house (twice!), practice an improvised comedy show (almost every weekend) and take it up to the Edinburgh festival for a week-long run. Gosh! And this week, while I'm meant to be working like a maniac I keep on thinking about the game I'm playing (Crusaders) and looking at the forum, like a fool!
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Re: Tourmaline - Mod Nations Game
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Re: Tourmaline - Mod Nations Game
Thanks for the warning burnsaber. I can see a number of potential issues cropping up that I'll have to check. For example I'm pretty sure between all the mods I'm going to have to remove some of the nametype changes. I was pretty sure there would be pretty much no chance for CPCS, unfortunately, this is just about the worst game type format to fit it in. Maybe if I'm feeling really ambitious I'll look into it and see how impossible it would be.
Yeah, I figured both of you were too busy. But wow llama, that's quite a lot going on! Oh well, maybe next game. |
Re: Tourmaline - Mod Nations Game
Valerius, if you have a problem with Stygia I can change the nation, it's ok. I feel they are somehere in between MA and LA Ermor myself, with the limited magic paths and all the undead.
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Re: Tourmaline - Mod Nations Game
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Re: Tourmaline - Mod Nations Game
Lol, I was just running a test game with CBM 1.5 and Tomb Kings on the NI version of Sharivar, and I just ran into a bunch of heavy cavs wielding Divine Flails. I'm sure you can imagine my surprise when my troops starting dieing madly to fiery explosions!:D
The more interesting part though is that this did NOT happen on the regular version of Sharivar... Secondary note, the regular version also has an improbable prov connection between 31 and 4. I also though it funny that the province numbers start in the bottom right corner and go right to left bottom to top. :D Yet another note, I think we should set starts, or at least make sure that everyone has a semi-equal one. |
Re: Tourmaline - Mod Nations Game
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I went ahead and made some changes - only the last one is a "buff": Quote:
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Re: Tourmaline - Mod Nations Game
Compel Maero used to be 11+ ;) I take it that wasn't intended. I think they would be reasonably fair at 2-3 per cast. At 1 a cast... well, you could make a case for them, but they probably would not be worth the mage time.
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Re: Tourmaline - Mod Nations Game
Interesting game. I think you're going to be beset by random issues from having that many mods, but if you can cope with it and get started for good without too much drama and hassle then you'll do fine.
We have run a couple of all mod nation games before and the hassle of random problems caused them to kinda collapse. |
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I'll make a fixed version shortly, tonight maybe. |
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