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August 11th, 2007, 10:11 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Allegiances (Team Game, Experimental - Recruit
Quote:
DrPraetorious said:
Is that a bug?
I always thought it had something to do with patrolling and overtaxing your capital on turn 1.
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Didn't patrol, didn't overtax. So, no.
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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August 12th, 2007, 11:46 AM
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Corporal
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Join Date: Jan 2004
Location: Portland, OR USA
Posts: 131
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Allegiances (Team Game, Experimental - Recruit
Oh - and Burnsaber - yeah, I too was hit by the 'dominion bug'. And again, it was with misfortune being cranked to 3. *shrug* Ergh. I don't see why fixing that darned weirdness isn't prioritized by the Illwinter guys as being needing immediate fixation in the next patch. Or the last patch. Are there ever any POSITIVE scale bugs? heh
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August 12th, 2007, 12:23 PM
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Sergeant
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Join Date: Feb 2007
Location: Austin, TX
Posts: 234
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Allegiances (Team Game, Experimental - Recruit
Well, my production and magic scales were buffed two levels.
Not really. 
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August 12th, 2007, 12:58 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
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Re: Allegiances (Team Game, Experimental - Recruit
I got the scales bug, staled a turn AND got a rather unlucky event in my capitol.
Not my lucky day.
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August 13th, 2007, 12:07 PM
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Sergeant
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Join Date: Feb 2007
Location: Austin, TX
Posts: 234
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Allegiances (Team Game, Experimental - Recruit
Are we all good with the 48 hour timer?
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August 14th, 2007, 06:33 AM
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Major
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Join Date: Dec 2006
Posts: 1,226
Thanks: 12
Thanked 86 Times in 48 Posts
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Re: Allegiances (Team Game, Experimental - Recruit
I'm usually a big fan of a 24 hour host for the first dozen turns or so (with a slowdown if anyone's going to be gone for a day over a weekend or something and requests it) but some people seem to be having trouble keeping up with the 1/day schedule, so go ahead and slow it up if we have to.
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August 14th, 2007, 06:48 AM
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Major
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Join Date: Sep 2005
Posts: 1,122
Thanks: 5
Thanked 2 Times in 2 Posts
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Re: Allegiances (Team Game, Experimental - Recruit
I'm sorry for the stale. I thought I did play my turn yesterday =P.
I should have no problems with 24h.
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