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August 7th, 2011, 08:00 AM
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First Lieutenant
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Join Date: Jul 2009
Posts: 601
Thanks: 3
Thanked 14 Times in 13 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Quote:
Originally Posted by Louist
Quote:
Originally Posted by Olm
But as I just have seen in the Hall of Fame, the Prince of Death just went to hell. How did that happen?
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Arco resumed his attack on me, so I sent my Prince to continue his harassment and liberation of provinces. Unfortunately for him, Pan's Gorgon routed a number of units, most notably Arco's Son of Titan into the province I was attack. His hero sword made rather short work of our poor Prince, dealing 45 damage a blow.
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I took A water province with 0 income. oh no. I think thats a good reason to join forces with pangea and let him win the game. LOL
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August 7th, 2011, 09:18 AM
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Sergeant
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Join Date: Jun 2011
Posts: 272
Thanks: 13
Thanked 6 Times in 6 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
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Originally Posted by ghoul31
I took A water province with 0 income. oh no. I think thats a good reason to join forces with pangea and let him win the game. LOL
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???
We have dead seas, so all water provinces have income 0.
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August 7th, 2011, 01:41 PM
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Corporal
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Join Date: May 2006
Posts: 121
Thanks: 2
Thanked 4 Times in 1 Post
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
That water province was still a sovereign state of Ulm
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August 7th, 2011, 03:21 PM
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Sergeant
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Join Date: Jan 2010
Location: Michigan
Posts: 251
Thanks: 14
Thanked 13 Times in 8 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Well, my little 3G doohickey is not small-town of Northern Michigan compatible. So, I am calling in my sub, buzzsaw. Have fun, everyone.
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August 8th, 2011, 02:34 PM
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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: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Welcome to the game buzzsaw! I've changed Eriu to your email address and you should be receiving your first turn shortly. If for some reason it doesn't arrive you can go to the llamaserver and request a turn resend.
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August 8th, 2011, 05:43 PM
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Sergeant
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Join Date: Jun 2011
Posts: 272
Thanks: 13
Thanked 6 Times in 6 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
@arco
If you want to coordinate actions, send me a Personal Message.
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August 9th, 2011, 01:53 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: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Pangaea discovered several groups of troublemakers sneaking around its territory this month. Unfortunately these were not the "artists" that have plagued Ulm (and that we know are sneaking around in our territory as well) but heavily armed bandits that slaughtered the provincial defense. These thugs will undoubtedly sneak away to avoid retaliation but Pangaea vows they will be uncovered again - and next time they will face the might of the Pangaean military, not just untrained militia.
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August 9th, 2011, 11:51 AM
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Sergeant
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Join Date: Jun 2011
Posts: 272
Thanks: 13
Thanked 6 Times in 6 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Quote:
Originally Posted by Valerius
Pangaea discovered several groups of troublemakers sneaking around its territory this month.
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Those were no troublemakers and gave no reason to be attacked.
Quote:
Originally Posted by Valerius
Unfortunately these were not the "artists" that have plagued Ulm (and that we know are sneaking around in our territory as well) but heavily armed bandits that slaughtered the provincial defense.
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They were suddenly attacked by horrific, winged beasts.
So what should they do, but defend themselves?
Fortunately those winged creatures looked more horrific than they turned out to be in battle. They died rather easily when properly treated with greatswords.
Quote:
Originally Posted by Valerius
These thugs will undoubtedly sneak away to avoid retaliation but Pangaea vows they will be uncovered again - and next time they will face the might of the Pangaean military, not just untrained militia.
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Perhaps Pangaean province defence should not look too thoroughly, otherwise Pangaea could end up much shorter on provinces than before.
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August 9th, 2011, 04:30 PM
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Private
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Join Date: Feb 2010
Posts: 24
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Quote:
Originally Posted by Valerius
Welcome to the game buzzsaw! I've changed Eriu to your email address and you should be receiving your first turn shortly. If for some reason it doesn't arrive you can go to the llamaserver and request a turn resend.
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Thanks!
Got the turn file, but had to do some major updating to my Dom3 game files. I hadn`t played in awhile so I was way out of date.
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August 9th, 2011, 06:44 PM
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Sergeant
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Join Date: Jun 2011
Posts: 272
Thanks: 13
Thanked 6 Times in 6 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
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Originally Posted by buzzsaw
Thanks!
Got the turn file, but had to do some major updating to my Dom3 game files. I hadn`t played in awhile so I was way out of date.
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Welcome!
Be sure to use the CBM version after the latest patch (Link can be found in this thread.)
And I don't know how much Samhain told you, but Pangaea are the evil ones.
Have fun!
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