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July 9th, 2009, 06:49 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
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Re: Tourmaline - Mod Nations Game (last day of recruitment)
Well actually in the game I encountered them I won the battle! However, I think that had more to do with there being only about 5 heavy cavs.
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July 9th, 2009, 07:03 PM
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Major General
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Join Date: Mar 2008
Location: Serbia
Posts: 2,245
Thanks: 48
Thanked 84 Times in 46 Posts
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Re: Tourmaline - Mod Nations Game (last day of recruitment)
Yeah, but someone could recruit them and use them to crush you into the ground.
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July 9th, 2009, 07:06 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
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Re: Tourmaline - Mod Nations Game (last day of recruitment)
True, that had occurred to me later...
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July 9th, 2009, 08:19 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Tourmaline - Mod Nations Game (last day of recruitment)
The problem I think (I have only just looked, naughtily!), is that I do #newweapon 710 Divine Flail, and CBM does #newweapon 710 warhorse hoof. However if I remember how it works correctly the script will have fixed that, since it's exactly the kind of conflict it's meant to fix.
Sorry about that, should have just sat and thought for a minute instead of posting!
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July 10th, 2009, 06:04 AM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Tourmaline - Mod Nations Game (last day of recruitment)
Yeah, your script fixed that, there should be no issues with divine flail-wielding knights.
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July 10th, 2009, 08:02 AM
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Private
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Join Date: Feb 2009
Posts: 45
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Re: Tourmaline - Mod Nations Game (last day of recruitment)
If possible I would like to play with "Tharoon, Decadent Overlords" or "Tarent, Rise of Technology"
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July 10th, 2009, 09:19 AM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Tourmaline - Mod Nations Game (last day of recruitment)
I'm not sure I feel inclined to include tarent in the game. They seem too undominionsy, with their automatons and guns, they seem out of place compared to the others. Tharoon I'm more inclined to bring in. So I will include them in the mod.
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July 10th, 2009, 11:17 AM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Tourmaline - Mod Nations Game (last day of recruitment)
Known bugs so far:
Sons of the Sun have no weapon
Lord of the summer plague lacking ranged weapons
Once those are fixed I'll release the mod for people to play with. If any further bugs are found I will fix those asap.
Edit: if burn/llama/sombre are still reading this thread... how many free spell slots are there? We're at 135 for the mod here.
Last edited by rdonj; July 10th, 2009 at 11:34 AM..
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July 10th, 2009, 03:11 PM
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Private
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Join Date: Feb 2009
Posts: 45
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Re: Tourmaline - Mod Nations Game (last day of recruitment)
Quote:
Originally Posted by rdonj
I'm not sure I feel inclined to include tarent in the game. They seem too undominionsy, with their automatons and guns, they seem out of place compared to the others. Tharoon I'm more inclined to bring in. So I will include them in the mod.
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i don't understand if i'm in game or not
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July 10th, 2009, 03:55 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Tourmaline - Mod Nations Game (last day of recruitment)
You are. You get tharoon.
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