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August 23rd, 2009, 05:20 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
Yeah, I'm postponing the game 24 hours while I try to contact them and see what we can do about it. If I can't get in touch with them, then I guess I'll begin the search for subs. However I don't expect such a search to be very fruitful given the nature of this particular game. So if at all possible it would be best to try to keep the original players.
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August 23rd, 2009, 10:15 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
For future reference- Undead could care less about horrors. They don't have any life to suck, and its not like death holds any terrors for them. But please, do go ahead and waste your bloodslaves.
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August 24th, 2009, 06:00 PM
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Sergeant
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Join Date: Jan 2009
Posts: 208
Thanks: 2
Thanked 4 Times in 3 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
well Skavens gone, so I have nothing against subbing in for someone when the time comes
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August 24th, 2009, 06:11 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
Well, its not like Alchera's doing much besides besieging their own cap.
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August 25th, 2009, 07:53 AM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
Alright, burnsaber is in to sub for alugra. We'll see how that goes. I've added an additional 24 hour postponement. Now let's see if we can return to that frantic pace from before the stalings.
Lavaere, I'll keep you in mind if we need a sub later. Thanks for volunteering 
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August 26th, 2009, 02:43 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
Sorry about your scout valerius. That fort has an unrest site under it.
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August 26th, 2009, 11:56 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
Yowza! I didn't know cloud of death was so badass! Needless to say, its now my goto spell 
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August 27th, 2009, 12:19 AM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
Quote:
Originally Posted by rdonj
Sorry about your scout valerius. That fort has an unrest site under it.
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No problem; got to expect a certain attrition rate with scouts.
Quote:
Originally Posted by Trumanator
Yowza! I didn't know cloud of death was so badass! Needless to say, its now my goto spell 
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Another of my scouts saw that battle - brutal. I don't know that I've seen that spell used before - certainly not cast as many times as you did. The cumulative effect was impressive.
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August 27th, 2009, 10:24 AM
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Corporal
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Join Date: Apr 2009
Location: Cloudcuckooland
Posts: 134
Thanks: 31
Thanked 41 Times in 15 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
Alchera = whipping boy of this game.
May I have another, sir!
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August 27th, 2009, 04:51 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
Well, Smiths have been problematic form the beginning of the development, but I just love the concept too much to scrap them. I'll give them a bit of a overhaul after this game. Some nations just are in too much trouble when facing them. I'll probably reduce their fire res to 50 (Allowing them to take fatigue from heat auras) and increase enc to 4.
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