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  #111  
Old April 28th, 2008, 09:20 AM

Xietor Xietor is offline
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Default Re: Mega Age II (Kingmaker) Sign Up!

The game is full, but is is almost guaranteed some players will not like their race, or real life crops up between now and when the game actually starts.

So Janim, while you are a 1st alternate, I would be absolutely shocked if all 60 players in front of you all end up playing.
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  #112  
Old April 28th, 2008, 09:43 AM

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Default Re: Mega Age II (Kingmaker) Sign Up!

If someone is willing to make a "layered research mod" i will endorse it and put it up for vote.

Otherwise I think we should use the hard level. The layers should be as follows:

research paths 1-2=normal
research paths 3-6=hard
research paths 7-9 very hard
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  #113  
Old April 28th, 2008, 10:24 AM

Janlm Janlm is offline
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Default Re: Mega Age II (Kingmaker) Sign Up!

jeez that was fast, ok i'll wait and hope there will be space.
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  #114  
Old April 28th, 2008, 01:24 PM

seryozha seryozha is offline
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Default Re: Mega Age II (Kingmaker) Sign Up!

If someone gives up I would be glad to take his place I am late but thought sign up would open on 1st may :-/
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  #115  
Old April 28th, 2008, 01:52 PM
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Kristoffer O Kristoffer O is offline
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Default Re: Mega Age II (Kingmaker) Sign Up!

Another possibility is to remove divine blessing, and lower the area of bless. Then you'll need a bunch of priests to bless your army.

Or cap research at lvl 7. No lvl 8 or 9 spells.
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  #116  
Old April 28th, 2008, 01:58 PM

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Default Re: Mega Age II (Kingmaker) Sign Up!

Ser, I think as the 2nd alternate you are in great shape as well.

My apologies for starting sign up early, but i feared a rush of new games starting on 4/27 when llamabeast got back from his Thailand trip.

And since we needed 60 players, I did not want to risk too many people getting overextended with other games before they realized this game was coming.

I like the idea of a mod making the lower paths easier and working up to very hard for paths 7-9.

With the 1st 2 levels being normal. That gives you a few decent spells(lighting, and also a few buffs if you have an awake sc(personal regen, summon earth power, alt spells).
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  #117  
Old April 28th, 2008, 02:57 PM
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Default Re: Mega Age II (Kingmaker) Sign Up!

A layered research mod is not exactly doable.

It's possible to reduce by one research levels of all spells under a done level, then use very hard research, but it would mean there will be an empty level somewhere (and all level 1 spells would be known from start, or levels 1 and 2 spells merged in level 1).
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  #118  
Old April 28th, 2008, 03:10 PM

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Default Re: Mega Age II (Kingmaker) Sign Up!

I'd like to play in this game if possible. I suppose that makes me 2nd alternate?
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  #119  
Old April 28th, 2008, 03:24 PM

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Default Re: Mega Age II (Kingmaker) Sign Up!

3rd actually. Though a few players only listed a couple nations and said they were only interested in playing those. And they may not get them. And in most bigger games at least a couple players need replaced at the pretender selection stage.

So there is a good chance for 3-5 alternates getting in-as long as you are not terribly picky about the race.
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  #120  
Old April 28th, 2008, 03:35 PM

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Default Re: Mega Age II (Kingmaker) Sign Up!

Apparently a tiered research tree cannot be achieved through a mod. Good idea though.
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