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  #91  
Old October 21st, 2009, 06:40 PM

Sombre Sombre is offline
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

I can't take a turn tonight (because of the llamaserver issues) and I can't take a turn tomorrow (I am busy all day and evening).

So roughly 46 hours from now, I'll be able to take a turn.

I suggest once llamaserver stops going nuts we put a really long timer on the game until people are back into the swing of it, then we go back to 26 hour.
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  #92  
Old October 22nd, 2009, 03:07 AM
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

Sounds good. I'll keep an eye on the game page.
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  #93  
Old October 26th, 2009, 07:48 PM

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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

Urgh, I need another extension. Really sorry about this guys - I've been holding people up a fair bit.

Anyway the turn is just hosting as we speak but I'm too tired to take it and I won't be home again with internet and dom3 access until around 40 hours from now. If I could therefore get an extension to around 48 hours that would be great.
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  #94  
Old October 27th, 2009, 02:01 AM
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

Extension granted.
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  #95  
Old October 29th, 2009, 10:28 PM

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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

For Pete's sake llama, get it over with already! :P I'm waiting till I'm dead before I post my ruminations on Skaven and Brettonia. Right now all I do is open the turn, look at the events, check my scout, check my research, then send in the 2h file without doing _anything_.
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  #96  
Old October 29th, 2009, 11:06 PM
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

We fear the Plan has run into something of a snag.

The Plan is a thing of life, made of life, for the sustenance of life. These risen ones, being not of life but of death, were not fully anticipated.

Should the home-fortress of the large, ignorant warmbloods fall into their hands, along with the fortress of those foolish warmbloods who gave themselves over to the Enemy, already in the possession of the risen (?), this will have dire consequences according to original prophecies.

Therefore, we call on those warmbloods who have the wisdom to respect life, to join with us in repulsing these risen dead.
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  #97  
Old November 1st, 2009, 09:06 PM
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

Oops, I just staled. Any chance we can extend the server timer to 36 hrs, and the timer-notice to 12h? I think our turns are about to get very complicated.
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  #98  
Old November 3rd, 2009, 01:51 AM
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

Game switched to 36h hosting.
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  #99  
Old November 3rd, 2009, 03:43 AM

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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

Bleh, now that Nehekara has chosen Brettonia as its next target, I'm never going to die. Yay for sitting in a non-cap fort beating back all comers?
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  #100  
Old November 5th, 2009, 11:15 AM

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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

I won't be able to get my turn in on time tonight. Any chance I could have a 3 hour extension? Thanks!
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