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  #1  
Old February 4th, 2008, 10:15 PM
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Default Re: Marmoset - MA game with mod nations - recruiti

So what's up with the genie? My battle report shows his brain exploding, but the message says you won and i still see the genie on the map?!? Is he dead or no?
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Old February 5th, 2008, 06:46 PM
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Default Re: Marmoset - MA game with mod nations - recruiti

Shame you missed your turn, llamabeast... it could hurt you some, though I have no idea what are the odds at the moment. I know I'd hate it if our victory only came about because of that missed turn.

Perhaps we should just drop the deadline while the war unfolds, just as a safety measure? I'd expect all of us to be reasonable folks playing as soon as possible (well, I unexpectedly turned social butterfly along the way, but learned my lesson), and I know I actually feel worse about dragging my feet when there's no deadline.

Not much to report on the Manx front... I've decided against challenging Ulm's army as my simulations weren't favorable for such a minor province. I've also had the delightful surprise of losing another province due to nasty indies, which should prevent one of Ulm's small armies from crossing into my lands. Even if they do cross, that province is now utterly worthless, so they're more than welcome to it.

Bandar Log actually claimed they were a third-rate power... wonders what that makes me?
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Old February 6th, 2008, 08:27 PM

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Default Re: Marmoset - MA game with mod nations - recruiti

I don't know what was going on with the genie (I still had him), so to be as fair as possible I reforged the lamp (it is very cheap for me so it doesn't disadvantage me much).

We can drop the deadline if people want, but I know from personal experience that I play much more promptly with a deadline.

Wow, another painful turn for Ulm, but still I think the screws are tightening for the other nations. This turn I lost a further two elemental royalty (I cannot believe I lost my air queen to your stupid sprites Alneyan), which hurts a lot. Nevertheless Man lost a good bit more territory. I got one little province from Bandar (all my SCs being dead ), and the Army of Fate is marching gradually towards T'ien Ch'is capital. Will they get there before they all die of plague?
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Old February 6th, 2008, 09:14 PM

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Default Re: Marmoset - MA game with mod nations - recruiti

Actually the best thing this turn was dispelling Man's globals. Hopefully that will stem the tide of Vine Ogres. I'm not sure yet where all the air gems have been going.
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Old February 6th, 2008, 10:26 PM
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Default Re: Marmoset - MA game with mod nations - recruiti

I'd like an extra 24 hours, possibly more, mostly so I can get some data from the northern war. There's still that whole 'I can't win the war alone' going on, much to my annoyance.

In unrelated news, Skavenblight falls. Again. This time, I'm the one storming the castle, and it's been a glorious victory. No other information from me, as I'm drunk with people, and I'd either fail to make sense, or give away valuable information.

Still, I can't help but think we've actually got a fighting chance... or at least, we've done some good fighting. I like my sprites (they were intended for use against an eventual Skaven SC, then deployed against Abysia, but hey, what's good for the goose...).
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Old February 7th, 2008, 06:58 AM

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Default Re: Marmoset - MA game with mod nations - recruiti

Okay, postponed.

Sprites turn out to be deadly. I always thought they were useless.
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Old February 7th, 2008, 07:01 PM
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Default Re: Marmoset - MA game with mod nations - recruiti

Quote:
llamabeast said:
Okay, postponed.

Sprites turn out to be deadly. I always thought they were useless.
Anything with sleep attacks is good vs SCs.

That's very sporting of you to kill off the genie. I have seen this sort of thing before and just don't know what to make of it. It seems like an extremely intricate sort of bug.
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