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  #291  
Old April 11th, 2008, 02:21 AM
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Default Re: Need one more player (C\'tis)

I'm uploaded. Seems good to go.
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  #292  
Old April 11th, 2008, 02:26 AM
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Default Re: Need one more player (C\'tis)

Quote:
quantum_mechani said:
I'm not even sure why it was necessary to have all ages, that is really what is causing the problems.
I agree, I took an EA nation because the game was advertised as all nations, but given how many people went with MA would have been easier just to go 100% MA.
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  #293  
Old April 11th, 2008, 07:12 AM

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Default Re: Need one more player (C\'tis)

I would guess that because in theory it Should be simple to work this out. In Theory. But then no one has really gone this exact route yet so therefore quantum physics gets to butt in and rear it's ugly head.

Frankly if you haven't the patience to deal with the problems that WILL occur in these sorts of setups why are you even interested in playing an experimental game?

Ohnoe a whole week of my life wasted waiting for a GAME (that someone else is doing the hard work to provide for you) to start.

Get over it. And I do mean it in the nicest of ways. Really. Just forcefully making my point due to the 3:30 am and the beer!
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  #294  
Old April 11th, 2008, 08:43 AM
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Default Re: Need one more player (C\'tis)

It's like this game was set up at the h-bar
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  #295  
Old April 11th, 2008, 11:02 AM

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Default Re: Need one more player (C\'tis)

Randvek - LA Mictlan is already uploaded. Don't worry! We are all good now. Everyone is uploaded.

I didn't realize that the all-age thing would cause such problems. If I did, we wouldn't have done it! I just didn't know and it sounded fun and easy.

But, we are all done with the hard part now (crosses fingers), and on to the fun part!

Well, actually, I have to set up the map, I will do that tonight. Then we can start. I will start another thread for the actual game.
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  #296  
Old April 11th, 2008, 01:46 PM
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Default Lets hope it all works out.

Keep your fingers crossed that the starting positions work out all right.
I have started on an island before... Land nation, no land neighbors.
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  #297  
Old April 11th, 2008, 01:50 PM

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Default Re: Global War (full, server up)

I'd like to add, again, that I think the suggestion made by another player that the top two, by province count, evil players should win even if their secret enemy is still alive if Good and Neutral are defeated is a very good idea. It will insure a prompt end to the game, if good is nearly beaten.

I also think adding another evil player is a good idea to even things out. I'm sure you could find one fairly quickly.
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  #298  
Old April 11th, 2008, 02:18 PM

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Default Re: Global War (full, server up)

Let's say the one evil top dog will win even if his secret enemy is not defeated. The main evil force can probably make his secret enemy a slave vassal anyway.

And also remember that you don't have to actually destroy your secret enemy, only ensure that his/her capital is captured (by anyone, not necessarily you) or that their god is dead at the time of the Ascension. Slightly easier conditions for Evil than complete destruction of the secret enemy.

Edit: One more thing, if the Neutral races are getting iron mines in their capitals, does that mean that their starting positions need to be fixed beforehand as well?

Do the Neutrals need iron mines? We are playing at +25% resources, after all. I'd rather the Neutral starting provinces be random. The Neutrals will get 1500 gold and 10 gems of every type to start.
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  #299  
Old April 11th, 2008, 04:11 PM
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Default Re: Global War (full, server up)

Noob question : how do you mod 1500 gold and 10 gems of each type for a nation ?
I can't find anything on that in the map and mod .pdf, or in the manual...

It would be fine if I could do some tests ^^
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  #300  
Old April 11th, 2008, 04:14 PM

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Default Re: Global War (full, server up)

Crap.. I have never done this before. I was assuming it was relatively easy (which was a mistake!). There aren't any mod commands for it?
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