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August 23rd, 2007, 02:49 AM
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First Lieutenant
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Join Date: Aug 2007
Location: Honolulu HI
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Re: New nation: NATURE rising early stages
I should say I have made some changes already. and Adding a scout is one. I lowered costs and added units including a zero gold unit. its not ready for .02 yet though.
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Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
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August 23rd, 2007, 03:38 AM
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BANNED USER
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Join Date: Feb 2007
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Re: New nation: NATURE rising early stages
You can have a unit increase unrest in the province it's in and if you give it the spy ability it can cause even more with the 'instill uprising' command.
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August 23rd, 2007, 03:57 AM
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Second Lieutenant
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Re: New nation: NATURE rising early stages
Yeah that Mexican myth, I could try and get a sprite together for it... if your willing to put it in, but I don't think making it a spy is a good idea, I don't think a wild creature could really instill an uprising.
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August 23rd, 2007, 05:53 PM
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First Lieutenant
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Re: New nation: NATURE rising early stages
I could see it eating up the farmers animals. They get all riled up and blame their neigbors and start feuds and such. A little streach i guess.
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Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
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August 23rd, 2007, 06:36 PM
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Second Lieutenant
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Re: New nation: NATURE rising early stages
I think, if we are gonna put them in, that they would cause unrest that way, as in they just always do that, even in your own land when you first recruit them, but we're talking about maybe, 5 unrest per turn or something similar, cause if you then get like 5 into a province, it's either stuck on like 20 tax or constantly patrolling until they catch them.
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August 25th, 2007, 09:35 AM
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Second Lieutenant
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Re: New nation: NATURE rising early stages
You know, if I copy and pasted say the back fur from the giant wolf pretender, I might be able to make a better silverback... want me ta give it a try?
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August 25th, 2007, 06:02 PM
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First Lieutenant
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Re: New nation: NATURE rising early stages
That sounds good. that is about what i was imagining.
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Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
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August 29th, 2007, 06:24 PM
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Second Lieutenant
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Re: New nation: NATURE rising early stages
Cor?? how's this going lately??
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August 30th, 2007, 01:48 AM
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First Lieutenant
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Re: New nation: NATURE rising early stages
Very slowly. I have a long weekend coming up, so I plan on getting some of this done. But right now I have to study Chinese. Ni Hao!
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Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
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September 1st, 2007, 12:34 AM
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First Lieutenant
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Re: New nation: NATURE rising early stages
Hay Juzza! updated check it out.
the version 0.3 contains these changes:
Updated to incude art by Juzza.
Lowered costs for most units
Changed picture for elephant, changed unit as well
boosted Vine queen nature to 6
Added descrips to some units
fixed names of some units
deleted eagle
added ants and killerbees
added start site
changed pictures
added two new pretenders
added scout/stealthy units
Vine queen domsummons killerbees
Still to come:
National Spells
more units
More Balance
Change of the Spirits weapon should have a "drainlife" not a fist
I would love to hear balance/ theme input.
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Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
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