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June 2nd, 2008, 06:19 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Kingmaker mod
Yeah, I really feel like playing now. I did so many tests that I am almost bored with my race. Well, at least early expansion 
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June 2nd, 2008, 07:49 AM
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Sergeant
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Join Date: Aug 2007
Posts: 336
Thanks: 3
Thanked 0 Times in 0 Posts
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Re: Kingmaker mod
hmm do we expect starting this game before the 9th of june? if we do i might need to go find a sub for a few days.
(i'm sorry if this is already stated somewhere earlier in this thread, but it is kinda huge...  )
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June 2nd, 2008, 07:55 AM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: Kingmaker mod
Can I make a suggestion ?
As it's extremely unlikely that players would risk anyone in a death match against 61 nations to loot the vanilla trident, can this change be included in the KingMaker mod ?
It would make an eventual death match worth to send real champions, no matter the risk of having to fight 50+ others for the reward.
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June 2nd, 2008, 11:49 AM
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Sergeant
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Join Date: Nov 2007
Posts: 397
Thanks: 14
Thanked 15 Times in 10 Posts
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Re: Kingmaker mod
Quote:
Zeldor said:
Yeah, I really feel like playing now. I did so many tests that I am almost bored with my race. Well, at least early expansion
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hehe same here
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June 2nd, 2008, 02:02 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: Kingmaker mod
The game will actually start tomorrow. Had we not waited on the patch, the game could have started on may 15, but we waited, and with it just coming out, it held up our Kingmaker Mod, and final race selections.
We could not start today anyway due to an unavoidable conflict in Llamabeast's real life schedule. So we will start tomorrow.
We have a very short turnaround for the subs, and I have not heard from 2 of them, so I am going to allow Digress to keep MA Ctis despite missing his deadline by a few hours.
So on the subs we have:
Bananadine-EA Abysia
Digress(keeping MA Ctis)
Lingchih-keeping LA Pythium
Aethyr-EA Marvervi
Aezeal -EA Vanheim
Due to the fact that the game is starting tomorrow, with or without the full compliment of players, if I have not heard from the other 2 subs by 6pm cst, then I am letting the next in line in, QM. They need to post on the game thread to keep their spot. I know it is short turnaround for the subs, and I apologize profusely for that(: But the show must go on.
And there is only 1 more spot left since Digress was allowed to remain in the game as MA Ctis. So one of the subs
will not make it in, though i would be surprised if all of the alternates who posted 3 weeks ago could make it in on such short notice.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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June 2nd, 2008, 02:30 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Kingmaker mod
Vanheim EA for me?
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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June 2nd, 2008, 02:41 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: Kingmaker mod
Ok i think that put us back at 60 players, unless Lingchih cannot get his technical issues worked out.
I just figured out that EA Agartha never sent in a pretender, So GWAR is out, and Ironhawk can still get in if he posts by 6pm, New Orleans time. Otherwise QM is in.
If my Math is right:
EA 23 Nations
MA 20 Nations
LA 18 Nations
55 Land
6 Water
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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June 2nd, 2008, 04:58 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Kingmaker mod
2) Download the Mega-age, Worthy Heroes, and Kitchen Sink mods here: (not up yet).
ehm I've not read everything between when I was not included and now... so are these mods somewhere?
I got the map.. nice map can I have the map file too btw ?
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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June 2nd, 2008, 05:08 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: Kingmaker mod
I need to change the 1st Post. There will be a Kingmaker Mod,
and a few posts back llamabeast attaches it. But it did not contain the banners. So we are awaiting that. Llamabeast should have that up tomorrow.
Map file cannot be given because it reveals the exact starting location for 4 nations, and I am quite sure they do not want the other 60 players knowing where their capital lies.
QM says WH 1.9 will not be ready for this game, so we will use wh 1.8. I will post a link to it on the 1st post shortly.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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