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  #11  
Old June 4th, 2007, 07:59 PM
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Default Re: Neo Xekinima - LA game of Mod nations (recruit

Dragonninjaakira, if you can't open the zip file natively (although WinXP should have support for that - I am just assuming that you're on Windows now) then you need to install a program like WinRar or WinZip on your computer.

Tuidjy, I will create one file with CB 1.1 and all the mod nations inside. We will use that file for playing, I'll release it later when Sombre has the Silvans ready.

I won't restart the game, if one particular nation proves to be too strong right from the start, then there's diplomacy to take care of that. The Hoburgs are the only ones which won't have received the CBM treatment, so if you have some time I'd appreciate if you could test them for balance. They seem to have a very solid war machine according to the thread. Should be a fun game, anyway. Minor changes to the mod could be made on the fly while playing. You're encouraged to give helpful feedback to the mod authors in their threads.

I'll update the main post to show which nations have been taken already.
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  #12  
Old June 4th, 2007, 08:06 PM
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Default Re: Neo Xekinima - LA game of Mod nations (recruit

I would like to play. Please just assign me a nation that no one wants to play. Or whomever is left open.

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  #13  
Old June 4th, 2007, 08:24 PM
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Default Re: Neo Xekinima - LA game of Mod nations (recruit

Okay, I guess it really will be easier for you to testplay with the nations if I just give you the preliminary mod that I put together. I have now attached my version to the main post. Sombre wants to make some balance changes to the Sylvans and other stuff, like I said, and the nations and some of New Jomon's commanders are missing their description because of the bug, but apart from that it's ready to play.

It seems like 4 positions are still open for now!
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  #14  
Old June 4th, 2007, 08:50 PM
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Default Re: Neo Xekinima - LA game of Mod nations (recruit

I just read the fluff of the nations, and as a long time Bretonnia player, I
will probably request the Teutanions... But I will first take a good look
at the nations.
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  #15  
Old June 4th, 2007, 08:55 PM

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Default Re: Neo Xekinima - LA game of Mod nations (recruit

Hey lch - Vaettiheim is by Sombre, not Zepath.
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  #16  
Old June 4th, 2007, 08:59 PM
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Default Re: Neo Xekinima - LA game of Mod nations (recruit

oops, thanks.

added a few picks by people that are still a bit undecided. looks like there are 2-3 spots left now.
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  #17  
Old June 4th, 2007, 10:13 PM
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Default Re: Neo Xekinima - LA game of Mod nations (recruit

Can I switch to the new Ulm? I love the idea that Ulm survived to the later age
without falling to the malediction :-) Love live Ulm!
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  #18  
Old June 5th, 2007, 02:56 AM
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Default Re: Neo Xekinima - LA game of Mod nations (recruit

I already have unzipped the file but it still says the same message.
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  #19  
Old June 5th, 2007, 04:04 AM

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Default Re: Neo Xekinima - LA game of Mod nations (recruit

Oh lch, i meant to say before - this is something I've been meaning to do for ages, so good work for getting it organised. I think it should be really good fun.

Tuidjy - Ulm Reborn is absolutely awesome, I'd recommend them highly.
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  #20  
Old June 5th, 2007, 06:41 AM
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Default A few things

I assume that before we start, the elves will receive a few fixes - for example,
some of their elite troops are lacking weapons, and others have their weapons
improperly assigned, resulting in abysmal attack.

If possible, can you also make it so that Ulm does is allowed some more appropriate
gods? At this time, they get only evil and undead pretenders, which is great for
the Malediction, but not for what we have here.
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