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  #201  
Old October 10th, 2005, 10:12 PM
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Ygorl Ygorl is offline
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Default Re: The Council of Wyrms

He cannot, however, make you your tea. This is an issue, as wyrms don't have hands with which to do so. Even if he could make your tea, in most cases there would still be problems. One mouth would have to hold the cup while the other drinks, leading to many potential problems; for example, "It's my turn to drink now!" or even "I'm not picking it up until you apologise for last night!"
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  #202  
Old October 10th, 2005, 10:35 PM

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Default Re: The Council of Wyrms

Quote:
Zooko said:
Is it true that the Chief Justice has infinite scrying power, even unto seeing the future, for example, and that any three Wyrms of the Council can invoke him to use his power?
Don't forget that the Chief Justice also has infinite capacity to punish wyrms who make frivilous requests that might waste his precious time.

I am not sure about the seeing into the future thing. However, I am pretty sure about the tea.
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  #203  
Old October 11th, 2005, 01:09 AM

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Default Game has begun!

It's SHOW TIME!!!

With the replacement of Zooko for Naresh, the game is underway. The pretender files have been sent to our Chief Justice to make the first turn. I will be doing all subsequent turns. Also, I have attached the final map file in case anybody is interested.

Also, look to the COW web site for a listing of all pretenders. Since Zooko took the wyrm, we have 15 wyrms in the Council. It sure is gonna take a lot of bribes to win any votes!
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File Type: txt 386732-COW.map.txt (25.2 KB, 193 views)
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  #204  
Old October 11th, 2005, 01:42 AM
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Default Re: Game has [b]almost[/b] begun!


If the first turn hasn't been run, then it hasn't started yet.
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  #205  
Old October 11th, 2005, 03:20 AM
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Default Re: Game has [b]almost[/b] begun!

Well, just for kicks, I didn't get the files. Only use my Fastmail address now, as dom2minions seem down with all hands.

Now if you will excuse me... *Rushes off*
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  #206  
Old October 11th, 2005, 03:25 AM
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Default Re: Game has [b]almost[/b] begun!

So I guess we're using the 5.0 mod? Everyone okay with the "water boots" bug and militia with two shields? Here's my fix to make the Boots work, but I have no clue about the other stuff. Maybe Quantum will chime in?
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File Type: txt 386747-conceptbalance_complete_5_1.dm.txt (106.4 KB, 332 views)
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  #207  
Old October 11th, 2005, 03:26 AM

High_Priest_Naresh High_Priest_Naresh is offline
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Default Re: Pretenders

nah take me out I havent got time...
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  #208  
Old October 11th, 2005, 09:33 AM

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Default Re: Game has [b]almost[/b] begun!

Quote:
Morkilus said:
So I guess we're using the 5.0 mod? Everyone okay with the "water boots" bug and militia with two shields? Here's my fix to make the Boots work, but I have no clue about the other stuff. Maybe Quantum will chime in?
I have no idea what you're talking about so if someone could shed some light so as to avoid these bugs, it'd be much appreciated.

Also; W00t! Let the games begin!
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  #209  
Old October 11th, 2005, 10:34 AM

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Default Re: Game has [b]almost[/b] begun!

The flying boots came out requiring W2 to build instead of the intended A2. Actually, I find this amusing in that the powerful air nations can't get flying boots as readily as the nations with the water mages. It might actually be better that way.

Also, will the militia with two shields make someone actually want to build them?

I suppose we can use 5.1 or the above mod to fix this, I really don't care much. I resent the files to Alneyan's other email address and if he can fix these two itmes in starting the game, then fine.
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  #210  
Old October 11th, 2005, 12:15 PM
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Default Re: Game has [b]almost[/b] begun!

wont changing the mods require rebuilding of pretenders?
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