|
|
|
|
|
July 9th, 2009, 02:34 AM
|
|
Major General
|
|
Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
|
|
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
(I jest - August is really quite pleasant on average)
|
July 9th, 2009, 03:50 AM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Tourmaline - Mod Nations Game
Quote:
Originally Posted by llamabeast
I can sub for Trumanator. Would be fun.
|
Thank you llama, that makes things much, much easier.
|
July 9th, 2009, 05:38 AM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
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.
|
July 9th, 2009, 06:17 PM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
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.
|
July 9th, 2009, 06:19 PM
|
Major General
|
|
Join Date: Mar 2008
Location: Serbia
Posts: 2,245
Thanks: 48
Thanked 84 Times in 46 Posts
|
|
Re: Tourmaline - Mod Nations Game (last day of recruitment)
I say we stick with Shahriver.
|
July 9th, 2009, 06:33 PM
|
BANNED USER
|
|
Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
|
|
Re: Tourmaline - Mod Nations Game (last day of recruitment)
Shariver sounds fine to me.
|
July 9th, 2009, 06:45 PM
|
National Security Advisor
|
|
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
|
|
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!
|
The Following User Says Thank You to llamabeast For This Useful Post:
|
|
July 9th, 2009, 06:49 PM
|
BANNED USER
|
|
Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
|
|
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.
|
July 9th, 2009, 07:03 PM
|
Major General
|
|
Join Date: Mar 2008
Location: Serbia
Posts: 2,245
Thanks: 48
Thanked 84 Times in 46 Posts
|
|
Re: Tourmaline - Mod Nations Game (last day of recruitment)
Yeah, but someone could recruit them and use them to crush you into the ground.
|
July 9th, 2009, 07:06 PM
|
BANNED USER
|
|
Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
|
|
Re: Tourmaline - Mod Nations Game (last day of recruitment)
True, that had occurred to me later...
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|