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May 26th, 2008, 07:36 AM
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Lieutenant General
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Re: Mega Age II -Kingmaker(full) Race selection
Actually, if someone is stuck with EA pan, I would change them a bit to compensate for the loss of free spawn, and i have consulted with QM about how already. A consensus of 2 between myself and QM is not bad! QM does this sort of thing for a living.
But Baruk and dryunda have saved me the trouble of modding EA Pan by picking LA Abysia and LA Mictlan respectively(: And I so looked forward to my modded Minataur Warriors spanking your Niefel Giants Dr. P(:
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May 26th, 2008, 10:53 AM
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Major
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Re: Mega Age II -Kingmaker(full) Race selection
The simplest mod for LA Pangaea would have been to clear the special abilities of the commanders, replace them, and use the #domsummon command to replace the free spawning. This would have allowed Pangaea to keep their free spawn no matter what level of order or turmoil they took.
Besides, it doesn't make sense to mess with minotaurs when pans are the units being affected. It would changed the dynamic of the nation so much that it would play like a completely different race.
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May 26th, 2008, 10:54 AM
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Major General
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Re: Mega Age II -Kingmaker(full) Race selection
Quote:
AreaOfEffect said:
The simplest mod for LA Pangaea would have been to clear the special abilities of the commanders, replace them, and use the #domsummon command to replace the free spawning. This would have allowed Pangaea to keep their free spawn no matter what level of order or turmoil they took.
Besides, it doesn't make sense to mess with minotaurs when pans are the units being affected. It would changed the dynamic of the nation so much that it would play like a completely different race.
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The whole point is to remove the freespawn entirely. The issue is with the limit cap of the game.
Jazzepi
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May 26th, 2008, 11:35 AM
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Sergeant
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Re: Mega Age II -Kingmaker(full) Race selection
I DLed the kingmaker zip, but when I extracted it, it reports as file type "file", rather than MAP, TGA, or SLI files like all my others.
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May 26th, 2008, 12:16 PM
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Lieutenant General
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Re: Mega Age II -Kingmaker(full) Race selection
When anything goes wrong with the map, we can all point our fingers at the same person-Dr. P!
j/k.
Your file should be a rgb file. It should not be a MAP File because that is not being posted for public viewing. The Map File contains the specific starting locations for 4 races, and they likely would not want that information known by every other player before the start of the game!
Additionally, I have coded the starting spot of all 61 nations, with 57 being random. And if the map file is posted, then the mystery of where your neighbors' capitals are will be removed and part of the thrill of exploration will be gone.
Dr. P has knowledge of the starting locations. I think fairness dictates that he not attack an enemy capital before turn 5.
While I also know where all the starting capitals are, i have never rushed anyone, as fast expansion is not my style. So my knowledge is irrelevant as my scouts will discover who my neighbors are long before i initiate any hostilities anyway. In any event i also agree not to attack any enemy capitals before turn 5.
And keep in mind that while Dr. P and I know where the starting capital locations are, we do not know who is where except for 4, LA Atlantis, La Marignon, EA Ryleh, and EA Oceania.
And as powerful as Niefel is, I am not sure they would want to rush a double or triple blessed mictlan blindly.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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May 26th, 2008, 12:54 PM
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General
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Re: Mega Age II -Kingmaker(full) Race selection
Hi!
The patch should be available tomorrow, since you seem to have a holiday today.
Don't touch Yomi in the mod! I'm playing Yomi! Not much use for me to play a nation to find imbalances if I get a modded nation 
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May 26th, 2008, 12:57 PM
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Lieutenant General
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Re: Mega Age II -Kingmaker(full) Race selection
Good news on the patch!
There is no mod for any nation KO. Just having some fun. 
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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May 26th, 2008, 02:11 PM
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Sergeant
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Re: Mega Age II -Kingmaker(full) Race selection
Here is what I get when I check the file with properties:

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Egad! I hope not! That's where I keep all my stuff!
Guide to EA R'Lyeh
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May 26th, 2008, 02:44 PM
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Lieutenant General
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Re: Mega Age II -Kingmaker(full) Race selection
Quote:
Xietor said:
A consensus of 2 between myself and QM is not bad! QM does this sort of thing for a living. 
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Actually, I agree with Dr. P, it's not really necessary. As I said though, if you're really set on doing something, I think slightly reducing the cost of pans to account for losing the maenad power seems most reasonable.
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May 26th, 2008, 04:09 PM
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Corporal
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Re: Mega Age II -Kingmaker(full) Race selection
Guys - I've got a problem....
My boss has decided to send me to Switzerland from June 8 - 18. I'm not going to have access to the game during that time.
I'm fairly far into another game which has 48 hour hosting, so organising a sub for that should be easy enough.
For this game however, it'll be just starting up AND has 24 hour hosting. A sub would be nice but I think that'd be a bit rough on the sub - basically run most of the early turns and then hand over.
The more I think about this, the more I think I'm going to have to pull out. I'm bummed, but I think it's the right thing to do, and I'm sure there's an alternate out there that will be delighted to take LA Ulm.
Xietor, thanks for the tips - I'll defitely take LA Ulm in another game and use them!
Sorry to do this everyone, and I'll certainly keep an eye on the game, and count me in for Mega III!
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