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June 15th, 2007, 01:22 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Neo Xekinima - LA game of Mod nations (recruit
You can have Jomon if you like, Rev. I'll get in on the next mod game; my other games are really heating up and I need to concentrate on them, anyway.
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June 15th, 2007, 01:47 PM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
Posts: 1,244
Thanks: 0
Thanked 30 Times in 11 Posts
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Re: Neo Xekinima - LA game of Mod nations (recruit
I looked at the map. Pray you start in Europe, and not for example in
Northern Afrika.
By the way, is the attachement to the first post the mod we will be using?
__________________
No good deed goes unpunished...
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June 15th, 2007, 01:56 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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Re: Neo Xekinima - LA game of Mod nations (recruit
No, that was the preliminary version. I still have to compile the finished version, and I'll create it ASAP, but unfortunately I really have my hands full it the moment. So let's talk about the map some more until I am done...
P.S.: If you want to withdraw, Morkilus, then Reverend Zombie could even take Teutanion and Jazzepi would get Jomon Broken, he said he doesn't mind...
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June 15th, 2007, 01:58 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Neo Xekinima - LA game of Mod nations (recruit
Yeah, I'll withdraw. Let me know if anyone needs a sub or replacement, though!
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June 15th, 2007, 02:01 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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Re: Neo Xekinima - LA game of Mod nations (recruit
Okay, I changed the nation assignments accordingly. Good to have you as a backup, too.
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June 15th, 2007, 02:17 PM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Chicagoland
Posts: 1,266
Thanks: 18
Thanked 0 Times in 0 Posts
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Re: Neo Xekinima - LA game of Mod nations (recruit
Quote:
Morkilus said:
You can have Jomon if you like, Rev. I'll get in on the next mod game; my other games are really heating up and I need to concentrate on them, anyway.
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...and I'm getting rolled in a fair number of my other games, so I'm about to have some concentration to spare...Thanks for making room for me.
__________________
In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...
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June 15th, 2007, 07:13 PM
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Sergeant
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Join Date: Jan 2007
Posts: 386
Thanks: 24
Thanked 5 Times in 5 Posts
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Re: Neo Xekinima - LA game of Mod nations (recruit
I'm cool with whatever map you think is good Ich.
Knowing my luck, I'll be starting in North Africa.
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June 15th, 2007, 07:58 PM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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Re: Neo Xekinima - LA game of Mod nations (recruit
I haven't tried it out, but I'm hoping that Kharam Dzu hasn't been crazy-nerfted for CBM, can anyone confirm or deny this for me?
__________________
You've sailed off the edge of the map--here there be badgers!
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June 15th, 2007, 08:05 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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Re: Neo Xekinima - LA game of Mod nations (recruit
Looks like Sombre nerfed the att/def minimally and range, but there are improvements aswell: gold cost for most of your units got cheaper, some units received added resistances, and mapmove 1 was increased to mapmove 2 for all the units.
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June 16th, 2007, 12:09 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
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Re: Neo Xekinima - LA game of Mod nations (recruit
When do we expect the updated mods, and then when are the pretenders expected after that?
__________________
Wormwood and wine, and the bitter taste of ashes.
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