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June 4th, 2007, 07:59 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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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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June 4th, 2007, 08:06 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
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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.
Jazzepi
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June 4th, 2007, 08:24 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
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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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June 4th, 2007, 08:50 PM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
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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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June 4th, 2007, 08:55 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Neo Xekinima - LA game of Mod nations (recruit
Hey lch - Vaettiheim is by Sombre, not Zepath.
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June 4th, 2007, 08:59 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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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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June 4th, 2007, 10:13 PM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
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Re: Neo Xekinima - LA game of Mod nations (recruit
Can I switch to the new Ulm? I love the idea that Ulm survived to the later age
without falling to the malediction :-) Love live Ulm!
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June 15th, 2007, 04:56 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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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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June 17th, 2007, 02:07 AM
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Lieutenant General
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Join Date: Mar 2004
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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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June 17th, 2007, 02:43 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Neo Xekinima - LA game of Mod nations (recruit
Umm - also, Sylvania's Phoenix Guard still has a Fist for a weapon, instead of the golden bardiche they're supposed to have. Likewise, the Enchantress, Loremaster, and Priestess only have fists for weapons, which might be by design, but seems unlikely (as they probably should at least have a knife, eldar dagger, something).
Edit : And the lance Glade Rider doesn't have a sword like it should, only Light Lance and Hoof - should presumably have an Eldar Blade as well.
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