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December 15th, 2004, 10:41 PM
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Corporal
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Join Date: Jan 2004
Location: Canada
Posts: 104
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Re: Fools Lament III (modded) - Recruiting Now!
I think it will be slow during the holiday season, just like the other games I am involved in, but we have a bunch of good players, so I'm sure it will pick up in the new year.
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December 16th, 2004, 02:49 PM
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Corporal
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Join Date: Apr 2004
Location: Norcal
Posts: 102
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Re: Fools Lament III (modded) - Recruiting Now!
I just realized that my treelord is gone??????
I would consider him an important part of Pangaea's strategy.
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December 16th, 2004, 04:58 PM
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First Lieutenant
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Join Date: May 2004
Posts: 654
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Re: Fools Lament III (modded) - Recruiting Now!
Gone? i.e. vanished without explanation?
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December 16th, 2004, 05:55 PM
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Re: Fools Lament III (modded) - Recruiting Now!
Patch, how does patch work with multiplayer, can I use patch in 1 mp game and not in 1 map and in 1 sp game all same time?
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December 16th, 2004, 06:19 PM
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Corporal
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Join Date: Apr 2004
Location: Norcal
Posts: 102
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Re: Fools Lament III (modded) - Recruiting Now!
yep, gone as in he was never there. This is important because without him cranking out vinemen/ogres, it makes it significantly easier for someone to roll Pangaea early.
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December 16th, 2004, 06:50 PM
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First Lieutenant
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Join Date: May 2004
Posts: 654
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Re: Fools Lament III (modded) - Recruiting Now!
Nappa: not sure what to do about that...
Legacyspy: If you patch your game, you will still be able to play I think but you will see mismatched battle replays.
However I think we should patch the server to v2.15. The benefits of doing so are great, especially for server stability.
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December 16th, 2004, 07:36 PM
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Corporal
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Join Date: Sep 2004
Posts: 104
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Re: Fools Lament III (modded) - Recruiting Now!
we are what, turn 2? we could just restart in the new year,
patched and restarted w/ the players interest high(instead of super slow for holidays then try to get players to come back to it).
Just a suggestion.
(i perfer this over a 72 hrs grind through the holidays)
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