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June 18th, 2007, 04:45 AM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
Posts: 1,244
Thanks: 0
Thanked 30 Times in 11 Posts
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Re: Neo Xekinima - LA game of Mod nations (recruit
Heh. After playing the hoburgs, I'm scared... because I am having trouble
figuring out how one stops a deluge of highly armoured, heavily massed,
crossbow shooting free troops.
Oh... I started a new game on the attached map. Two of the nations started
with only two land provinces next to their capitals. Another started on the
little sliver of land in the SW, with only three neighbors. Frankly, I
would not say much for Ulm or Teutanion's chances if they were to start
like that.
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No good deed goes unpunished...
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June 18th, 2007, 08:57 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
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Re: Neo Xekinima - LA game of Mod nations (recruit
Quote:
Tuidjy said:
Heh. After playing the hoburgs, I'm scared... because I am having trouble
figuring out how one stops a deluge of highly armoured, heavily massed,
crossbow shooting free troops.
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Yes, the Hoburgs are a bulldozer in the early game, no question about that.
Quote:
Tuidjy said:
Oh... I started a new game on the attached map. Two of the nations started
with only two land provinces next to their capitals. Another started on the
little sliver of land in the SW, with only three neighbors. Frankly, I
would not say much for Ulm or Teutanion's chances if they were to start
like that.
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I can top that: When I created a test game, two nations capitals were assigned to the same province by the game. That means that one of them was instantly defeated. I do want to assign starting provinces by hand and I take your recommendations, if you have them. But be aware that not everybody can start on the other side of the map from the Hoburgs...
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June 18th, 2007, 03:11 PM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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Re: Neo Xekinima - LA game of Mod nations (recruit
If you think those little pipsqueaks are tough, wait until you see what Kharam Dzu can do
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You've sailed off the edge of the map--here there be badgers!
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June 18th, 2007, 06:54 PM
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Sergeant
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Join Date: Jan 2007
Posts: 386
Thanks: 24
Thanked 5 Times in 5 Posts
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Re: Neo Xekinima - LA game of Mod nations (recruit
Ha!! Vaeittiheim will clearly be the superior 'pipsqueek' nation! Course, it helps that we are backed by trolls.
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June 18th, 2007, 08:14 PM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
Posts: 1,244
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Thanked 30 Times in 11 Posts
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Re: Neo Xekinima - LA game of Mod nations (recruit
You guys are dreaming. I've been messing around with the hoburgs, and I have
yet to find any counter to a rush, apart from the obvious (SC pretender)...
And of course, the CB mod makes SC pretenders prohibitively expensive.
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No good deed goes unpunished...
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June 18th, 2007, 08:25 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
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Re: Neo Xekinima - LA game of Mod nations (recruit
Have you tried beating them the Heim way, with three or more other nations allying up against them?
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June 18th, 2007, 10:02 PM
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First Lieutenant
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Join Date: Feb 2007
Location: Manila, Philippines
Posts: 746
Thanks: 36
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Re: Neo Xekinima - LA game of Mod nations (recruit
Hey wait a minute... Don't hurt the little pipsqueaks! We have no mid or end game strength at all! If anyone should be allowed to live it's the poor little hoburgs And we're the second to the last nation to be picked, so all those other nations chosen first has got to be better
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June 18th, 2007, 10:03 PM
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First Lieutenant
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Join Date: Feb 2007
Location: Manila, Philippines
Posts: 746
Thanks: 36
Thanked 2 Times in 2 Posts
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Re: Neo Xekinima - LA game of Mod nations (recruit
Oh, is the game ready to run? Or are there still changes to the mod to be made?
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June 18th, 2007, 10:11 PM
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First Lieutenant
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Join Date: Feb 2007
Location: Manila, Philippines
Posts: 746
Thanks: 36
Thanked 2 Times in 2 Posts
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Re: Neo Xekinima - LA game of Mod nations (recruit
And also:
!!Special One Time Offer!!
The kindly nation of Hoburgs would like to extend a proposal of a NAP up to and including turn 50 to the first 3 nations to PM us. Offer is valid only before the game starts.
No purchase necessary to avail of this promo.
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June 19th, 2007, 12:09 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Neo Xekinima - LA game of Mod nations (recruit
Quote:
LoloMo said:
Oh, is the game ready to run? Or are there still changes to the mod to be made?
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We do still need an "official" fixed version of the combinated mod I think, just so's everyone is playing the same sheet of music. We know what the fix for Sylvania is, but it needs to be put up for download.
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Wormwood and wine, and the bitter taste of ashes.
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