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  #1  
Old June 4th, 2007, 07:54 PM
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Default Re: Neo Xekinima - LA game of Mod nations (recruit

I want to play. Count me in, even if you end up assigning the nations randomly.
But I still would like to try the nations. Can I assume that I can just
download all the mods above, and enable them concurrently?

I do not consider myself a newbie, but I have very little experiences with mods.
I just started a modded game... three times ;-) I hope this one has fewer
problems getting rolling.
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  #2  
Old June 4th, 2007, 07:59 PM
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Default Re: Neo Xekinima - LA game of Mod nations (recruit

Dragonninjaakira, if you can't open the zip file natively (although WinXP should have support for that - I am just assuming that you're on Windows now) then you need to install a program like WinRar or WinZip on your computer.

Tuidjy, I will create one file with CB 1.1 and all the mod nations inside. We will use that file for playing, I'll release it later when Sombre has the Silvans ready.

I won't restart the game, if one particular nation proves to be too strong right from the start, then there's diplomacy to take care of that. The Hoburgs are the only ones which won't have received the CBM treatment, so if you have some time I'd appreciate if you could test them for balance. They seem to have a very solid war machine according to the thread. Should be a fun game, anyway. Minor changes to the mod could be made on the fly while playing. You're encouraged to give helpful feedback to the mod authors in their threads.

I'll update the main post to show which nations have been taken already.
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  #3  
Old June 4th, 2007, 08:06 PM
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Default Re: Neo Xekinima - LA game of Mod nations (recruit

I would like to play. Please just assign me a nation that no one wants to play. Or whomever is left open.

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  #4  
Old June 4th, 2007, 08:24 PM
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Default Re: Neo Xekinima - LA game of Mod nations (recruit

Okay, I guess it really will be easier for you to testplay with the nations if I just give you the preliminary mod that I put together. I have now attached my version to the main post. Sombre wants to make some balance changes to the Sylvans and other stuff, like I said, and the nations and some of New Jomon's commanders are missing their description because of the bug, but apart from that it's ready to play.

It seems like 4 positions are still open for now!
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Old June 4th, 2007, 08:50 PM
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Default Re: Neo Xekinima - LA game of Mod nations (recruit

I just read the fluff of the nations, and as a long time Bretonnia player, I
will probably request the Teutanions... But I will first take a good look
at the nations.
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Old June 4th, 2007, 08:55 PM

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Default Re: Neo Xekinima - LA game of Mod nations (recruit

Hey lch - Vaettiheim is by Sombre, not Zepath.
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Old June 4th, 2007, 08:59 PM
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Default Re: Neo Xekinima - LA game of Mod nations (recruit

oops, thanks.

added a few picks by people that are still a bit undecided. looks like there are 2-3 spots left now.
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  #8  
Old June 15th, 2007, 04:56 AM
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Default Re: Neo Xekinima - LA game of Mod nations (recruit


Wow, two nations that look really appealing still open. Can I have Sylvania? ( If they wind up taken, New Jomon. )
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Old June 17th, 2007, 02:07 AM
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Default Re: Neo Xekinima - LA game of Mod nations (recruit

Awesome. Umm - what settings are we going to be at? Just read through the thread and never saw that mentioned.

Also - even with Insane 50, New Hoburg's Fallen Wizard pretender seems a bit much, especially for a blessing strategy - 35 points for lvl 2 in _three_ paths, gem income 2, and new paths costing only 20 points.

( Edit - Had mistaken New Ulm for New Hoburg.
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Old June 25th, 2007, 02:00 AM
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Default Re: Neo Xekinima - LA game of Mod nations (recruit

Can we atleast include the Hoburgs as an AI? I think that's handicap enough, and fair to everyone, and that way, we can still keep the spirit of introducing as many mods as possible.

By the way, I've been playing the Horror Scourge the past two days, they're really interesting. I wouldn't call them balanced, or entirely finished, but with some work they could be a great nation.
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