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  #231  
Old January 26th, 2007, 05:49 PM

Ironhawk Ironhawk is offline
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Default Re: Concepts of Creation: Conceptual Balance (sign

Bug in the map, it seems. They should be sea provs, but they are land. I havent done much auto-cast site searching. Werent people just generally complaining about it in dom3 tho? Or do you think its something to do with the mods in this game?
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  #232  
Old January 26th, 2007, 09:29 PM

Folket Folket is offline
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Default Re: Concepts of Creation: Conceptual Balance (sign

I have seen it once before with a water nation but only with voice of Tiamat, but now all site searching spells are havocing.
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  #233  
Old January 27th, 2007, 05:16 AM

Sheap Sheap is offline
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Default Re: Concepts of Creation: Conceptual Balance (sign

OK, I can set the nonplaying players to AI if that is the consensus.

I can also fix the mod and uplaod a new version, but anyone would have to redownload the mod before casting the spell, or they will get flagged for cheating.

I don't know why Atlantis got flagged for cheating earlier. I looked at the turn it happened, but without the turn previous, I couldn't really see anything. I unfortunately stopped saving all the turns after I put myself AI.

QM tried to play his turn using the beta of the next patch. Unfortunately this is an incompatible version change and thus the server crashed. I had to erase QM's orders, so he will need to replay, using the 3.04 version like everyone else. This resets the turn timer.
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  #234  
Old January 27th, 2007, 06:11 AM

Folket Folket is offline
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Default Re: Concepts of Creation: Conceptual Balance (sign

Now I understand why I'm cheating. I think it is when I recruit those cheap independent witchdoctors. Seems like they cost only 8 gold.
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  #235  
Old January 27th, 2007, 08:04 AM

calmon calmon is offline
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Default Re: Concepts of Creation: Conceptual Balance (sign

I can't find the witchdoctors in the mod. Is it a general bug?

In case of the siege golems it would be nice you could fix the mod on the server and offer a new download. It should be only necessary to download it when someone want to cast siege golems.

For the inactive players oceania and T'ien Ch'i i would prefer finding a sub, but if nobody wants it you should set it ai. T'ien Ch'i has an increase of troops this turn but it should be just some militia/flaglants event, right?
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  #236  
Old January 27th, 2007, 09:11 AM

Folket Folket is offline
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Default Re: Concepts of Creation: Conceptual Balance (sign

I have witch doctors. Very bad mages. Costs 180 in vanilla and 8 in CB.
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  #237  
Old January 27th, 2007, 12:46 PM

Micah Micah is offline
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Default Re: Concepts of Creation: Conceptual Balance (sign

TC missed a couple of turns, but he is playing...
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  #238  
Old January 27th, 2007, 05:30 PM

Sir_Dr_D Sir_Dr_D is offline
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Default Re: Concepts of Creation: Conceptual Balance (sign

Its a bit unfair to turn powerfull nations (currently) like Tien-Chi to Ai.That means the nations beside them can then grab there lands, and that is unfair to the others on other parts of the map.
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  #239  
Old January 27th, 2007, 05:33 PM

calmon calmon is offline
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Default Re: Concepts of Creation: Conceptual Balance (sign

Can any one join the game? Every time i try i got "Waiting for game info" but nothing else happens.
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  #240  
Old January 27th, 2007, 05:55 PM

Sir_Dr_D Sir_Dr_D is offline
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Default Re: Concepts of Creation: Conceptual Balance (sign

Quote:
Folket said:
Now I understand why I'm cheating. I think it is when I recruit those cheap independent witchdoctors. Seems like they cost only 8 gold.
In the very original mod that was attached to this thread witchdoctors were 8 gp. Closerly after we started the game though, or just before, a patch to the mod was given, where I think that witch doctor bug was fixed.

If your mod says witch doctors are 8 gp, and the server says witch doctors are 120gp, that would explain why it says you are cheating.
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