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  #1  
Old April 30th, 2008, 07:52 PM
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Wrana Wrana is offline
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Default Re: Conceptual Content Mod

Well, if he wants to use that as argument here, he shouldn't think that I will take it as Holy Writ. Either he should argue his point or just drop it.
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Old April 30th, 2008, 08:47 PM

VedalkenBear VedalkenBear is offline
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Default Re: Conceptual Content Mod

I tend to agree with Wrana on this issue. If no 'quarterstaff' units can be even suggested without being rejected, the underlying issue needs to be addressed.
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  #3  
Old May 1st, 2008, 03:07 AM

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Default Re: Conceptual Content Mod

Hahah, what? Drop it? So if I don't argue the point in this thread I have to concede and do what you tell me?

Good luck with getting that to work.
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Old May 1st, 2008, 04:14 AM
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Default Re: Conceptual Content Mod

This is fun reading. Thank you.
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  #5  
Old May 1st, 2008, 04:39 AM
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Default Re: Conceptual Content Mod

I'd give the Huntsman hatchet, dagger and shortbow. Whether or not the staff would fit a British low-born warrior, the unit is modeled after Forester, and thus should should be ambidextrous dual-wielder.
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Old May 1st, 2008, 04:44 AM

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Default Re: Conceptual Content Mod

Yeah an axe/dagger/shortbow does make sense. Makes it quite an unusual troop too, while similar to the LA Ulmish rangers.
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  #7  
Old May 1st, 2008, 04:55 AM

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Default Re: Conceptual Content Mod

Sorry, I did mean hatchet. I don't pay much attention to the order weapons actually resolve in though and I'm not sure I want to start now
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  #8  
Old May 1st, 2008, 09:47 AM
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Default OT - \"forbidden weapon\" question

To Sombre:
Well, either you are going to discuss the question or not. If you are going to discuss it than do this. If not, than I personally am not going to take your prejudices as arguments on any other questions.
Do you have any meaningful objections against using a weapon already existing in the game in the mod? Or are you going to use the immortal I-see-it-so argument ad nauseum? I'm certainly not going to take such "arguments" or stop making my point of view on silliness of such clear.
Remain yours truly,
Wrana
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Old May 1st, 2008, 10:51 AM

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Default Re: OT - \"forbidden weapon\" question

Quote:
Wrana said:
Well, either you are going to discuss the question or not. If you are going to discuss it than do this. If not, than I personally am not going to take your prejudices as arguments on any other questions.

As I said before, this thread isn't the place for a discussion of the quarterstaff as a weapon. So no, I'm not going to discuss it.

As for you not 'taking my prejudices as arguments'; I don't care. I'm not here to influence your opinion on anything.

Quote:

Do you have any meaningful objections against using a weapon already existing in the game in the mod? Or are you going to use the immortal I-see-it-so argument ad nauseum? I'm certainly not going to take such "arguments" or stop making my point of view on silliness of such clear.
Immortal I-see-it-so argument? I'm not familiar with that one. Astral hook, devour soul and tiny bite are already in the game. I can categorically state I'm not using any of those in this mod either. For different reasons, but again I don't feel the need to justify them to you.

I asked people for input and I've gotten some great feedback, but if you want more than that, to exert creative control or demand justifiation, you'll have to either pay me or make your own mod -shrug-
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  #10  
Old May 1st, 2008, 11:34 AM

Zeldor Zeldor is offline
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Default Re: OT - \"forbidden weapon\" question

Sombre:

Ok, I understand most of my things are rather suggestion for CBM. Making wardens non-sacred and build-everywhere is no option for CCM either?

And there are many people throwing ideas around, do you have a task-list of some specific things that should be done?
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