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June 25th, 2007, 03:29 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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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
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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.
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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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June 25th, 2007, 05:21 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
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.
__________________
You've sailed off the edge of the map--here there be badgers!
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June 25th, 2007, 08:42 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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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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June 26th, 2007, 02:40 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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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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June 26th, 2007, 05:05 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
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Re: We have started!
Okay, I logged in and took my turn. Good luck everyone.
Jazzepi
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June 26th, 2007, 07:50 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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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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June 27th, 2007, 03:44 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: We have started!
New turn is up.
__________________
Wormwood and wine, and the bitter taste of ashes.
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