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  #211  
Old February 2nd, 2009, 10:31 AM

Zeldor Zeldor is offline
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Default Re: Madness - 24 players, MA+LA, CBM 1.4 (running)

Nah, I can't. There is no option to do it. That is I will have to ask someone on IRC to do it. I don't want to risk the small chance of cdkey conflict. And I shouldn't be looking at his turn file anyway.

P.S. And I think that chris is able to set nation to AI himself. I will ask someone to do it if he does not that turn.
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  #212  
Old February 2nd, 2009, 11:04 AM
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Default Re: Madness - 24 players, MA+LA, CBM 1.4 (running)

Quote:
Originally Posted by Zeldor View Post
Nah, I can't. There is no option to do it. That is I will have to ask someone on IRC to do it. I don't want to risk the small chance of cdkey conflict. And I shouldn't be looking at his turn file anyway.

P.S. And I think that chris is able to set nation to AI himself. I will ask someone to do it if he does not that turn.
I'll do it if you want. MadFrancis' computer was down for most of a week just after Preponderance started, and we crossed our fingers and had him submit from this machine. He did 3-4 turns I think before his comp was back in action, and we had no problems whatsoever.
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  #213  
Old February 2nd, 2009, 11:16 AM
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Default Re: Madness - 24 players, MA+LA, CBM 1.4 (running)

JimMorrision is a player in the game - he should not be given access to the turn. He will know my location, at the very least.

Chris has staled twice in a row - i'm fine w/ that being the standard.
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  #214  
Old February 2nd, 2009, 11:17 AM

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Default Re: Madness - 24 players, MA+LA, CBM 1.4 (running)

We are talking about Madness You should either play [until you win/lose/find a sub] or set nation to AI. I'd prefer first option, but AI is better than staling for sure.

I don't want to take part in that small flame war we had here, but maybe you should try playing in less games, but sticking longer in them, even if things go wrong It surely improves relations with other players and helps with diplomacy later.

P.S. Huh, I was sure it was chris writing it, not Jim :P
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  #215  
Old February 2nd, 2009, 11:23 AM
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Default Re: Madness - 24 players, MA+LA, CBM 1.4 (running)

Oh right, best I do not know which valley to send cruise missiles to.

I'll find you later. <3
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  #216  
Old February 2nd, 2009, 11:40 AM

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Default Re: Madness - 24 players, MA+LA, CBM 1.4 (running)

Ah, the pure love in this thread.....
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  #217  
Old February 2nd, 2009, 02:26 PM
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Default Re: Madness - 24 players, MA+LA, CBM 1.4 (running)

ok, i'm not completely sure yet, but I think the scales for Jotunheim are:

Turmoil 3 Sloth 3 Cold 3 Death 3 luck 2 Drain 2

might be off by one somewhere
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  #218  
Old February 2nd, 2009, 06:50 PM

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Default Re: Madness - 24 players, MA+LA, CBM 1.4 (running)

I'm out, my double-bless valley mate and a less than stellar income graph even while patrolling every turn killed me.
Order 3, misfortune 2? Potential to be very lethal very early.

On the other hand, I'll gladly set Jotunheim to AI if you don't have it covered
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  #219  
Old February 2nd, 2009, 07:00 PM

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Default Re: Madness - 24 players, MA+LA, CBM 1.4 (running)

I think I got a "volunteer" to do it

I'm still holding my position against elephant rush.
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  #220  
Old February 3rd, 2009, 03:59 AM
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Default Re: Madness - 24 players, MA+LA, CBM 1.4 (running)

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Originally Posted by Redeyes View Post
I'm out, my double-bless valley mate and a less than stellar income graph even while patrolling every turn killed me.
Order 3, misfortune 2? Potential to be very lethal very early.

On the other hand, I'll gladly set Jotunheim to AI if you don't have it covered
Should've tried Black Halberds! (ghoul guardian)
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