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-   -   The Council of Wyrms (http://forum.shrapnelgames.com/showthread.php?t=26149)

archaeolept October 4th, 2005 01:19 AM

Re: The Council of Wyrms - 5 spots open
 
I do think this is a cool idea, and wyrms are fun ; ), but i'm going to have to bow out - I just won't have the time, sorry.

so c'tis is now open.

High_Priest_Naresh October 4th, 2005 03:01 AM

Re: The Council of Wyrms - 5 spots open
 
I'm still Caelum right?
and just tell me when you need that pretender

Wish October 4th, 2005 11:40 AM

Re: The Council of Wyrms - 5 spots open
 
we get one, we ose one :/

Cainehill October 4th, 2005 01:27 PM

Re: The Council of Wyrms - 5 spots open
 

Might never get 17 players all at once. And if we do, it's all more likely that people will drop out, ask for delays as they travel, etc. http://forum.shrapnelgames.com/images/smilies/frown.gif

Morkilus October 4th, 2005 04:00 PM

Re: The Council of Wyrms - 5 spots open
 
Would you accept a completely MP-n00b? I have, however, been reading the boards for a while and practice SP with the Conceptual Balance mods (the new, 5.0 version). I might need some help setting up for multiplayer, such as knowing -exactly- where to get the mods for the game. I would be happy to participate as a voting member; I love political games, and I loved reading the Yarnspinners wiki. I'm most familiar with Ulm, but I'm liking Vanheim atm (it's still open, right?)

The Panther October 4th, 2005 07:20 PM

Re: The Council of Wyrms - 5 spots open
 
Newbs are welcome. You are not the only newb already signed up for this game. This may be a newb-friendly game anyway in that the Council will likely not cut any breaks for the experts.

Of course, you know by now that you must take a wyrm pretender to participate as a voting member. Wyrms are good for newbies in that they are so durn sturdy, they can live through the occasional attacking mistake. They can even survive all the way across the map when retreating, which is something very few non-flying pretenders can do. Plus the wyrm allows you to get any magic you want or none at all. I have recenty been testing the magic-less wyrm for these game settings and he does surprisingly well. For if a wyrm without magic dies, he loses no magic when he returns!

Vanheim is yours. That should be a decent race for these settings in that they can do a good bit of blood hunting when needed. Also the Smiths give you magic diversity for the necessary site searching.

PashaDawg October 4th, 2005 07:29 PM

Re: The Council of Wyrms - 5 spots open
 
Hi Panther:

I agree with Cainehill that I would not worry toooooo much about having a full house. If no one jumps in my Friday, I say that we get moving!

Pasha

Reverend Zombie October 4th, 2005 09:03 PM

Re: The Council of Wyrms - 5 spots open
 
I'd like in as Arco.

High_Priest_Naresh October 5th, 2005 01:04 PM

Re: The Council of Wyrms - 5 spots open
 
Im a noob!!!

Arralen October 5th, 2005 01:47 PM

Re: The Council of Wyrms - 5 spots open
 
We have noticed.


sorry, couldn't resist http://forum.shrapnelgames.com/images/smilies/wink.gif


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