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  #1  
Old September 20th, 2009, 02:32 PM

Trumanator Trumanator is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Well, if nothing else Vanishag, you've eliminated me as a major research leader. I'm not sure what you could have done against my level of skelly spam, but NI maps can make it tough to deal with that because of the lack of indy priests.
My early occupation of your capital though made it realy difficult for you, and I think it was essential in allowing me to fight off both you and the Ogres, as it allowed me to fight you in one place of advantage, instead of dealing with TWO different sources of raiding warbands.
In any event, thanks for playing, and that is one interesting nation you have there.
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  #2  
Old September 20th, 2009, 04:06 PM

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Default Re: Tourmaline - Mod Nations Game (Playing)

Urdheim would need a pretty serious rebalancing imo to be used in another mod game. I remember it having some potentially broken stuff.
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  #3  
Old September 20th, 2009, 04:21 PM

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Default Re: Tourmaline - Mod Nations Game (Playing)

Quote:
Originally Posted by Sombre View Post
Urdheim would need a pretty serious rebalancing imo to be used in another mod game. I remember it having some potentially broken stuff.
?What do you mean by potentially broken stuff?

I find them interesting because of the graphics, and those two big capital mages.
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  #4  
Old September 21st, 2009, 11:23 AM

Sombre Sombre is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

It's been like 2 years since I tried them, but the last time I did they had a really, really good pretender and some summon allies which got out of hand within a few turns.
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  #5  
Old September 21st, 2009, 04:09 PM

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Default Re: Tourmaline - Mod Nations Game (Playing)

I'm assuming it's the wywern alike summon, and the dracolich pretender.
Taking that pretender would be stupid in my opinion, and the unit summon can easily be replaced with a much less powerful unit.

Rdonj, could I ask for a 3 hour delay on the current turn?

Hmm, I'm looking at the score graphs and all the nations are more or less the same power there, well the exception of Itzas gold and my army.
I think there's gonna a be an interesting end game, turn 56 and no one cams on top as a possible winner yet.
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  #6  
Old September 21st, 2009, 04:41 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Yeah, postponement granted. I'll get around to addressing your post at me eventually .
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  #7  
Old September 21st, 2009, 04:45 PM

Trumanator Trumanator is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Yeah, its definitely interesting how even things are at this point. I was feeling like I was going to be kicked out of the running for a while, but now I feel much more confident.
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  #8  
Old September 22nd, 2009, 12:45 PM

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Default Re: Tourmaline - Mod Nations Game (Playing)

Peachy...
I knew I wouldn't be able to do my turn in the morning since I had some things to take care of, therefor the delay, however I didn't know there'd be a freaking power cut the moment I got home.
Hope nothing tragic happened.
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  #9  
Old September 22nd, 2009, 01:53 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Ah, that sucks. I would have delayed the turn again for you, but I was a bit busy at the time unfortunately. Well, I didn't do anything particularly dangerous on your side of the map, so I doubt you suffered too much from the stale other than forging/rituals.

You will all be very happy to see the global I put up to replace the one trumanator took from me last turn, however.
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  #10  
Old September 22nd, 2009, 03:01 PM

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Default Re: Tourmaline - Mod Nations Game (Playing)

heh, its not like we're dealing with anything new, since you already had as many gems as the top two competitors combined just about.
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