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Re: Tourmaline - Mod Nations Game
If I didn't live in Edinburgh, I too would become wistful for the winters. Oh, the cold and the horizontal rain...
Luckily the festival is in the summer, so you get nice things like traffic disruption and crowds of tourists instead :p (I jest - August is really quite pleasant on average) |
Re: Tourmaline - Mod Nations Game
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Re: Tourmaline - Mod Nations Game
Tangaroa Tohunga lose sacred status when they enter the water. That should probably be changed. Anyway, I think that's it for bugs easily observable.
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Re: Tourmaline - Mod Nations Game (last day of recruitment)
I'm pretty sure we've got everyone we're going to get, so I went ahead and made the .dm file. I haven't had a chance to check it over and make sure nothing was messed up in the great combining, so I'm still going to wait on releasing it.
We should also decide on the map now. We have 9 players. We can play on shahrivar, we'd have 18 provs a player. A little bit big, but probably not awful. Or if people prefer another map they can go ahead and suggest it and we'll look into it. |
Re: Tourmaline - Mod Nations Game (last day of recruitment)
I say we stick with Shahriver.
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Re: Tourmaline - Mod Nations Game (last day of recruitment)
Shariver sounds fine to me.
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Re: Tourmaline - Mod Nations Game (last day of recruitment)
Would you mind just checking that my stupid Divine Flail bug has been fixed by the mod combining rdonj? It probably has. I'll just feel a bit silly if your game gets sabotaged by indy knights with divine flails. It's particular bad for Tomb Kings in fact!
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Re: Tourmaline - Mod Nations Game (last day of recruitment)
Well actually in the game I encountered them I won the battle! However, I think that had more to do with there being only about 5 heavy cavs.
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Re: Tourmaline - Mod Nations Game (last day of recruitment)
Yeah, but someone could recruit them and use them to crush you into the ground.
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Re: Tourmaline - Mod Nations Game (last day of recruitment)
True, that had occurred to me later...
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