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  #61  
Old June 18th, 2007, 04:45 AM
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Default Re: Neo Xekinima - LA game of Mod nations (recruit

Heh. After playing the hoburgs, I'm scared... because I am having trouble
figuring out how one stops a deluge of highly armoured, heavily massed,
crossbow shooting free troops.

Oh... I started a new game on the attached map. Two of the nations started
with only two land provinces next to their capitals. Another started on the
little sliver of land in the SW, with only three neighbors. Frankly, I
would not say much for Ulm or Teutanion's chances if they were to start
like that.
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  #62  
Old June 18th, 2007, 08:57 AM
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Default Re: Neo Xekinima - LA game of Mod nations (recruit

Quote:
Tuidjy said:
Heh. After playing the hoburgs, I'm scared... because I am having trouble
figuring out how one stops a deluge of highly armoured, heavily massed,
crossbow shooting free troops.
Yes, the Hoburgs are a bulldozer in the early game, no question about that.

Quote:
Tuidjy said:
Oh... I started a new game on the attached map. Two of the nations started
with only two land provinces next to their capitals. Another started on the
little sliver of land in the SW, with only three neighbors. Frankly, I
would not say much for Ulm or Teutanion's chances if they were to start
like that.
I can top that: When I created a test game, two nations capitals were assigned to the same province by the game. That means that one of them was instantly defeated. I do want to assign starting provinces by hand and I take your recommendations, if you have them. But be aware that not everybody can start on the other side of the map from the Hoburgs...
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  #63  
Old June 18th, 2007, 03:11 PM
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Default Re: Neo Xekinima - LA game of Mod nations (recruit

If you think those little pipsqueaks are tough, wait until you see what Kharam Dzu can do
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  #64  
Old June 18th, 2007, 06:54 PM

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Default Re: Neo Xekinima - LA game of Mod nations (recruit

Ha!! Vaeittiheim will clearly be the superior 'pipsqueek' nation! Course, it helps that we are backed by trolls.
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  #65  
Old June 18th, 2007, 08:14 PM
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Default Re: Neo Xekinima - LA game of Mod nations (recruit

You guys are dreaming. I've been messing around with the hoburgs, and I have
yet to find any counter to a rush, apart from the obvious (SC pretender)...

And of course, the CB mod makes SC pretenders prohibitively expensive.
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  #66  
Old June 18th, 2007, 08:25 PM
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Default Re: Neo Xekinima - LA game of Mod nations (recruit

Have you tried beating them the Heim way, with three or more other nations allying up against them?
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  #67  
Old June 18th, 2007, 10:02 PM

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Default Re: Neo Xekinima - LA game of Mod nations (recruit

Hey wait a minute... Don't hurt the little pipsqueaks! We have no mid or end game strength at all! If anyone should be allowed to live it's the poor little hoburgs And we're the second to the last nation to be picked, so all those other nations chosen first has got to be better
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  #68  
Old June 18th, 2007, 10:03 PM

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Default Re: Neo Xekinima - LA game of Mod nations (recruit

Oh, is the game ready to run? Or are there still changes to the mod to be made?
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  #69  
Old June 18th, 2007, 10:11 PM

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Default Re: Neo Xekinima - LA game of Mod nations (recruit

And also:

!!Special One Time Offer!!

The kindly nation of Hoburgs would like to extend a proposal of a NAP up to and including turn 50 to the first 3 nations to PM us. Offer is valid only before the game starts.

No purchase necessary to avail of this promo.
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  #70  
Old June 19th, 2007, 12:09 AM
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Default Re: Neo Xekinima - LA game of Mod nations (recruit

Quote:
LoloMo said:
Oh, is the game ready to run? Or are there still changes to the mod to be made?
We do still need an "official" fixed version of the combinated mod I think, just so's everyone is playing the same sheet of music. We know what the fix for Sylvania is, but it needs to be put up for download.
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