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  #51  
Old July 19th, 2011, 03:27 PM

Valerius Valerius is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Recruiting!

It's a higher ratio of provinces/player than I'm used to as well. But that's a good point that it does lend itself to the game format.

Assuming we don't get another player soon, what does everyone think about these start locations? Not perfectly balanced of course, but I tried to avoid putting someone directly in the center of the map.
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  #52  
Old July 19th, 2011, 10:24 PM
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Samhain Samhain is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Recruiting!

Just my two cents, but the nation in the upper left seems a bit on its own. How about the following, it puts the left two much closer and gives the nation in the middle 6 bordering provinces.

32
79
81
38
50

If it helps, each could have its terrain type set to plain, or whatever is the absence of mountains, forest, swamp, farmland, etc.
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  #53  
Old July 19th, 2011, 11:32 PM

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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Recruiting!

Thanks for the feedback. I like your changes (btw I assume you meant 28, not 38, as a start location).

I don't think terrain will matter unless it's something like swamp, which would increase the fatigue of units without swamp survival. All of the provinces you suggested are either no specific terrain or border mountains, which I don't think pose a problem.

I'll go ahead and change the map file to reflect your suggestions and, if there's no objections, upload the revised map and start the game on Wed. So if anyone has last minute pretender changes get them in quick.
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  #54  
Old July 20th, 2011, 10:11 PM
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Recruiting!

Yes, you are correct. I meant 28 not 38 for the middle start location.
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  #55  
Old July 21st, 2011, 12:10 AM

Valerius Valerius is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Recruiting!

Took a little longer to get to making the map changes than I expected but the game has now begun.

You don't need to download the 5 start version of the map file but I've attached it to the first post if you're interested (also kept the original 6 start version attachment since the llamaserver links to that post).
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  #56  
Old July 21st, 2011, 07:47 AM

ghoul31 ghoul31 is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running

where is the tga file for the map?
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  #57  
Old July 21st, 2011, 09:55 AM

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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running

Just attached it to the first post. You can also find it here.
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  #58  
Old July 23rd, 2011, 11:01 PM

Louist Louist is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running

Hey, guys. I'm planning on going camping August 20th, and I'd like to give sufficient warning. If I'm not dead by then, I'll find myself a sub.
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  #59  
Old July 24th, 2011, 01:38 PM

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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running

Thanks for the advance notice. I'm sure we can figure something out. If you get a sub we can also make it easier on them by slowing down the hosting interval during your vacation so they don't have as many turns to complete.
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  #60  
Old July 24th, 2011, 08:18 PM
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running

I may need the same consideration while I am on vacation the week of August 6th. I am still working out the technical details for how I will have internet access that week. A slowed down pace will likely benefit me as well as my sub, should I determine that I need one.
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