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July 7th, 2009, 12:32 PM
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Major General
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Join Date: Mar 2008
Location: Serbia
Posts: 2,245
Thanks: 48
Thanked 84 Times in 46 Posts
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Re: Tourmaline - Mod Nations Game
Valerius, if you have a problem with Stygia I can change the nation, it's ok. I feel they are somehere in between MA and LA Ermor myself, with the limited magic paths and all the undead.
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July 7th, 2009, 12:55 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
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Thanked 215 Times in 77 Posts
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Re: Tourmaline - Mod Nations Game
Quote:
Originally Posted by Executor
Valerius, if you have a problem with Stygia I can change the nation, it's ok. I feel they are somehere in between MA and LA Ermor myself, with the limited magic paths and all the undead.
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No, I think MA Stygia is ok. A strong nation, but not like the version (LA) of Stygia I based my comments on - link here. That version ... well I think Foodstamp's comments in that thread sum it up well. 
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July 7th, 2009, 07:03 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
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Re: Tourmaline - Mod Nations Game
Lol, I was just running a test game with CBM 1.5 and Tomb Kings on the NI version of Sharivar, and I just ran into a bunch of heavy cavs wielding Divine Flails. I'm sure you can imagine my surprise when my troops starting dieing madly to fiery explosions!
The more interesting part though is that this did NOT happen on the regular version of Sharivar...
Secondary note, the regular version also has an improbable prov connection between 31 and 4. I also though it funny that the province numbers start in the bottom right corner and go right to left bottom to top.
Yet another note, I think we should set starts, or at least make sure that everyone has a semi-equal one.
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July 8th, 2009, 05:03 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: Tourmaline - Mod Nations Game
Interesting game. I think you're going to be beset by random issues from having that many mods, but if you can cope with it and get started for good without too much drama and hassle then you'll do fine.
We have run a couple of all mod nation games before and the hassle of random problems caused them to kinda collapse.
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July 8th, 2009, 06:20 AM
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General
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Join Date: Oct 2007
Posts: 3,007
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Thanked 206 Times in 159 Posts
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Re: Tourmaline - Mod Nations Game
Quote:
Originally Posted by Sombre
Interesting game. I think you're going to be beset by random issues from having that many mods, but if you can cope with it and get started for good without too much drama and hassle then you'll do fine.
We have run a couple of all mod nation games before and the hassle of random problems caused them to kinda collapse.
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Yeah, this could easily be mod conflict hell. I'm going to try to iron out all the bugs before the game starts, but there's no guarantee I'll catch everything. I just hope nothing really bad sneaks its way into the final version.
Llama- I have no idea how I didn't notice. I played a bunch of quick test games on aran with the tomb kings recently and never noticed heavy cavalry being equipped with divine flails. Maybe I just didn't watch the right battle replays?
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July 8th, 2009, 06:00 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Re: Tourmaline - Mod Nations Game
Quote:
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Lol, I was just running a test game with CBM 1.5 and Tomb Kings on the NI version of Sharivar, and I just ran into a bunch of heavy cavs wielding Divine Flails. I'm sure you can imagine my surprise when my troops starting dieing madly to fiery explosions!
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Yes, that's a rather ridiculous bug in the last version of Tomb Kings. What I don't understand is why no-one ever mentioned it before. I thought it must be some change that I only had on my system since no-one had mentioned it.
I'll make a fixed version shortly, tonight maybe.
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July 8th, 2009, 04:55 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
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Re: Tourmaline - Mod Nations Game
Sounds good.
On a scheduling note, me and my family are leaving on vacation thursday the 16th, and I won't be back until saturday the 25th. I expect internet access to be little to nonexistant. I probably should have thought of this beforehand, but if you would like me to either A) find a sub for the intervening days or B)simply bow out, I would be prepared to do so. If you would prefer to just start the game a little later thats fine too, but I would hate for everyone to be waiting on me. Sorry for forgetting about this until now.
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July 8th, 2009, 05:04 PM
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General
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Join Date: Oct 2007
Posts: 3,007
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Re: Tourmaline - Mod Nations Game
I think option A or B would be best personally, but I will let the majority decide. I don't suppose frozen lama would be available to sub for you :P
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July 8th, 2009, 05:36 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
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Re: Tourmaline - Mod Nations Game
Quote:
Originally Posted by rdonj
I don't suppose frozen lama would be available to sub for you :P
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lol I wish, he would probably do better than I would. Its a both cool and a little annoying how much better he is at a game I introduced him to. 
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July 8th, 2009, 09:45 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Tourmaline - Mod Nations Game
Gregstrom: Yes, you should come! Do!
The show is "An Improvised History of Absolutely Everything", it's on at Augustine's (on George IV Bridge), 25th August - 1st September. I can't remember the exact time, but it's something like 2.30pm. If you come (do!) make sure to hang around outside the theatre afterwards to say hello.
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