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  #1  
Old August 25th, 2007, 06:30 PM
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Default Re: Allegiances (Team Game, Experimental - Recruit

Quote:
llamabeast said:
Hello guys, sorry about the score graphs issue, that was a cockup on my part. Apologies.
Well, I didn't mind. It was cool to see myself in top of the "provinces" chart for a while.
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  #2  
Old September 2nd, 2007, 01:15 PM
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Default Re: Allegiances (Team Game, Experimental - Recruit

Marignon has fallen, its armies decimated by the invading, heathenous minotaur hordes. Surely darkness and evil will consume the world, without the lantern of Marignon to guide people to the light...

Next team game, after this one, I am going to add a new rule which states it is illegal to eliminate the game host before turn 25.

GL to the remaining players. I'll keep monitoring this forum, so post here if you need a suspension of the hosting, etc, and I will take care of it. Also, think of lessons learned from this game to make the next team game even better.
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  #3  
Old September 2nd, 2007, 04:17 PM
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Default Re: Allegiances (Team Game, Experimental - Recruit

Obviously my days are numbered at this point, but it will take a legendary pile of dead bodies to force the forges of Ulm to cool. Come all four of you, so hungry for blood. I sit my throne, sharpening my axe and wait to see who first will knock on my castle gate that the Ulmish kingdom ride to its fate headlong.
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Old September 14th, 2007, 03:16 PM
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Default Re: Allegiances (Team Game, Experimental - Recruit

How is this game going? What's happening?
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  #5  
Old September 17th, 2007, 04:15 PM
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Default Re: Allegiances (Team Game, Experimental - Recruit

Could we lengthen the host timer? My turns are getting complicated and I've been making mistakes (forgetting to pick up armies, forgetting to teleport in an astral mage when I faery trodded and then indeed I did get mindhunted albeit not by Pythium as I expected, etc. etc.)
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Old September 18th, 2007, 05:00 AM

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Default Re: Allegiances (Team Game, Experimental - Recruit

I'm uncertain if I will be able to play my turns on Wednesday and Thursday. Could we turn off the turn timer and only play QH till I get back on Thurday night?
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  #7  
Old September 18th, 2007, 03:20 PM
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Default Re: Allegiances (Team Game, Experimental - Recruit

I second DrPraetorius's suggestion. I think we should move straight to 48 hour timer. I'm getting my turns in fine, but I really don't have any life. Besides, this game takes time outside the game since you have to do diplomacy once in a while.

Thrawn, if you move the timer forward, I'll tell you what's happening.
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.

If you need to ask something about modding, you can contact me here.

See this thread for the latest info concerning my mods.
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