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  #31  
Old March 23rd, 2006, 09:33 AM
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Default Re: The Animal Kingdom

I don't think it will delay the game too much.
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  #32  
Old March 23rd, 2006, 11:23 AM

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Default Re: The Animal Kingdom

What email to we sent pretenders too? Or should I PM them to you?

Edit: Is the email in your profile the right one?
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  #33  
Old March 23rd, 2006, 01:52 PM
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Default Re: The Animal Kingdom

Yep. Use the email in my profile.
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  #34  
Old March 23rd, 2006, 04:22 PM

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Default Re: The Animal Kingdom

Not that it matters all that much, but renaming will be on, yes?

Heh, I've never played a game with more than 1 starting prov, even in sp. Its a cool change! Although...it looks like it may be pretty crowded.

Just running some test games, I'll send my pretender tonight.
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  #35  
Old March 23rd, 2006, 04:37 PM
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Default Re: The Animal Kingdom

I don't think it effects the game in anyway, so let's keep it on.
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  #36  
Old March 23rd, 2006, 04:46 PM

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Default Re: The Animal Kingdom

if anything it helps (it lets you rename mages to something useful)
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  #37  
Old March 23rd, 2006, 05:30 PM
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Default Re: The Animal Kingdom

Quote:
quantum_mechani said:
Quote:
Cainehill said:

Note that using the "Complete" CB mod overrides or conflicts with Worthy Heroes - better to use the individual CB mods, and then the Worthy Heroes mod, as it actually has Worthy Heroes, while CB nerfed many back down to relative uselessness (not to mention co-opting and subverting Turin's intent for the original W.H. mod - the heroes really ought to be pulled back out of CB imo).

Those are some pretty strong words; the vast majority of heroes have always been indistinguishable in CB vs. worthy heroes. Furthermore, in the latest version I put back the few heroes I could remember having changed.
Perhaps it was a bit strongly worded - but grabbing all the "good" mods and embedding them into the CB series was a bad idea imo - Worthy Heroes was a stand alone mod, and as such, it could be used, not used, or updated by Turin without consideration of the Conceptual Balance series. And discussions on irc had indicated that you removed some abilities because you didn't think they belonged, while others it was unknown for a while whether it was simply a glitch (hero losing immortality) or philosophical difference, such as Orokestes losing his very minor forge bonus.

While... Bah - I don't mean to be expounding on my original comments. Look - the time and effort you, Zen, Edi and others put into the mod is appreciated, but I think somethings were better left undone.
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  #38  
Old March 23rd, 2006, 08:07 PM
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Default Re: The Animal Kingdom

I can't wait for Dom3 to be released... thousands of new things to quibble about! Why don't we start right now? Flying Monkeys is soooo broken...
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  #39  
Old March 23rd, 2006, 08:29 PM

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Default Re: The Animal Kingdom

no theys not cuz they will see da big shiney sparkly tingy comin from da sky an dan try to eat it cuz it looks like da shiney banana of the gods. that was pointless
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  #40  
Old March 23rd, 2006, 10:17 PM

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Default Re: The Animal Kingdom

not to mention the fact that their commander melts if you throw water on her...
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