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  #1  
Old June 25th, 2007, 03:29 PM
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Default Re: Neo Xekinima - LA game of Mod nations (recruit

Well, as said before I decided that we keep the Hoburgs out for this game and in the next game they will be in.

I am waiting for confirmation from HoneyBadger on his pretender he PM'ed me (he has lots of unused points left).

Quote:
Cainehill said:
My fix was changing the weapon number for Dawn's Edge from 815 (shared with Dwarven Fire) to 829
I've changed it to 820 like Sombre now.


Quote:
Cainehill said:
and changing

#weapon "Light Lance"
#weapon 56
#armor "Elven Leather Hauberk"

to :

#weapon "Light Lance"
#weapon 56
#weapon "Eldar Blade"
#armor "Elven Leather Hauberk"

on the Glade Runner.
I agree with Sombre that the Lance Rider should not receive another melee weapon type. He'd then have three melee attacks, it's pretty unreasonable that somebody can use a lance and a sword at the same time (let alone the additional shield), and the graphic only shows the lance and the shield, too. The other rider has a sword because one of his weapons is ranged only and the cavalry that (like Ulm) has a lance in addition to the morningstar has the lance as one-shot item only. I'd rather let these things stay like they are.
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  #2  
Old June 25th, 2007, 05:21 PM
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Default Re: Neo Xekinima - LA game of Mod nations (recruit

Technically speaking, a mounted lancer should fight with the lance until the lance is lost.

I would use a formula where there would be a 5% chance of losing or intentionally dropping the lance per combat round, increased by 5% every time the lance is used, and 10% every time the lance strikes an opponent.

The 10% should be accumulative-the rest wouldn't be. If anyone with a Length 1 weapon strikes the lancer though, the lance should automatically be lost.

After the lance is lost, a sword or a mace would be used.
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  #3  
Old June 25th, 2007, 08:42 PM
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Default Re: Neo Xekinima - LA game of Mod nations (recruit

LoloMo, Cainehill, please send me the passwords for your pretender files via email, too. Thanks.
Reverend Zombie, the password you PM'ed me for Teutanion isn't working. If you forgot it, then please redo your pretender and send it to me via email together with the password again.

P.S.: I think the map might be a little big for 7 players. But that's your problem now...
P.P.S.: Received a revised pretender from HB and the password from LoloMo and Cainehill. Only waiting on Reverend Zombie now.
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  #4  
Old June 26th, 2007, 02:40 PM
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Default We have started!

Okay, the game is up and running. I had to start the game on my local computer and then transfer the files to the server because somehow it was not possible to start the game remotely.

Everybody should have received an email from the server where it is detailed how to connect to the game. If you haven't, please check your spam folders and whitelist the sender!

The final mod that we are using is here: http://www.mediafire.com/?11b0zcymhem
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  #5  
Old June 26th, 2007, 05:05 PM
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Default Re: We have started!

Okay, I logged in and took my turn. Good luck everyone.

Jazzepi
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  #6  
Old June 26th, 2007, 07:50 PM

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Default Re: We have started!

I'm subbing for Bandar until he can get his connection sorted out.

Sent my first turn.
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  #7  
Old June 27th, 2007, 03:44 AM
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Default Re: We have started!


New turn is up.
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