|
|
|
 |
|

March 21st, 2012, 08:44 PM
|
Major General
|
|
Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
|
|
Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Design pretenders
Ok, I'll add my vote to your two votes so that's three votes in favor of Roaches and three abstentions so that's the map we'll go with.
I'll have a no indie version of the map ready by tomorrow. Feel free to already upload your pretenders and then I'll start the game once the map is done.
Also, at the risk of stating the obvious I just want to remind everyone to keep in mind what paths they'll need to access summons. I'm sometimes willing to roll the dice and gamble on indies supplementing what my national mages and pretender bring to the table but that won't be an option here.
|

March 23rd, 2012, 03:12 PM
|
Major General
|
|
Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
|
|
Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders
I've uploaded the no indies version of the map to the server and set the game to autostart once all pretenders are in.
Please download the map from the first post. And of course send in your pretenders so we can get things started. 
|

March 23rd, 2012, 03:23 PM
|
Corporal
|
|
Join Date: Feb 2010
Location: Cary, NC
Posts: 56
Thanks: 1
Thanked 51 Times in 16 Posts
|
|
Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders
Just want to reiterate the rules so there is no confusion.
- No diplomacy
- No recruiting Indies (including Mercenaries and any sites that may have slipped through your mod).
Also, are we going to have any victory conditions? Last one standing/consensus? Number of caps held?
I think I have my pretender ready, will be sending in soon.
__________________
Try the dom3editor for easy Dominions 3 mod creation.
|

March 23rd, 2012, 03:35 PM
|
Major General
|
|
Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
|
|
Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders
Quote:
Originally Posted by Larz
- No diplomacy
- No recruiting Indies (including Mercenaries and any sites that may have slipped through your mod).
|
Yes, that's right. Thanks for the reminder as I wanted to especially repeat the part about no mercenaries since many people are so used to using them they may recruit them without thinking. Once again: no mercs!
Quote:
Originally Posted by Larz
Also, are we going to have any victory conditions? Last one standing/consensus? Number of caps held?
|
I was planning on going with the last man standing/consensus approach. I haven't been too fond of the caps as VPs system we used in Myth. Seems like it just resulted in people taking turns getting dogpiled as they got too many caps. Also, if someone thinks they can pull off a long term strategy with relatively few provinces I'd like that option available rather than forcing them into war to stop someone else from getting caps.
|

March 25th, 2012, 09:01 AM
|
First Lieutenant
|
|
Join Date: Jul 2009
Posts: 601
Thanks: 3
Thanked 14 Times in 13 Posts
|
|
Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders
which mod are we using? nations_2v2, nations 2v2 debug, or both?
|

March 25th, 2012, 10:48 AM
|
 |
Sergeant
|
|
Join Date: Nov 2007
Posts: 397
Thanks: 14
Thanked 15 Times in 10 Posts
|
|
Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders
Quote:
Originally Posted by ghoul31
which mod are we using? nations_2v2, nations 2v2 debug, or both?
|
nations 2v2
|

March 25th, 2012, 02:56 PM
|
Major General
|
|
Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
|
|
Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders
Good grief, it looks like I need to remind myself of the no mercs rule. I usually forget to even check the available mercs so of course this game I not only remember to check but recruit one.  Luckily, I realized what I'd done a minute later and cancelled my bid.
Anyway, I hope everyone enjoys the game!
|

April 5th, 2012, 09:25 AM
|
Corporal
|
|
Join Date: Feb 2010
Location: Cary, NC
Posts: 56
Thanks: 1
Thanked 51 Times in 16 Posts
|
|
Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders
I'm going to need a 48 hour extension on the next turn. I got the current turn in, but not sure I can take another until Sunday morning (GMT). Thanks.
__________________
Try the dom3editor for easy Dominions 3 mod creation.
|

April 5th, 2012, 08:29 PM
|
Major General
|
|
Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
|
|
Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running
Sure, no problem. 48 hours have been added.
|

April 6th, 2012, 02:08 PM
|
Major General
|
|
Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
|
|
Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running
Actually, I postponed things a turn too early. The current turn has now been postponed until Sunday.
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|