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April 7th, 2009, 04:43 PM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Preponderance - Big Team Game! [1-2 subs needed!]
Ok, so players got an email with what to do? Good
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April 7th, 2009, 05:03 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Preponderance - Big Team Game! [1-2 subs needed!]
Hopefully! You should have got one too, if you're playing.
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April 7th, 2009, 05:08 PM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Preponderance - Big Team Game! [1-2 subs needed!]
QM says there was no message. And no, I'm not playing. I will send one to everyone.
Submit turn 55 again, making surge to generate it before, right?
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April 7th, 2009, 05:26 PM
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Lieutenant General
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Join Date: Feb 2004
Posts: 2,687
Thanks: 20
Thanked 54 Times in 39 Posts
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Re: Preponderance - Big Team Game! [1-2 subs needed!]
qm got the email.
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April 10th, 2009, 03:57 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Preponderance - Big Team Game! [1-2 subs needed!]
So what happened? Are you guys back on track?
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April 10th, 2009, 04:06 PM
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Captain
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Join Date: Oct 2003
Location: Finland
Posts: 883
Thanks: 14
Thanked 11 Times in 9 Posts
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Re: Preponderance - Big Team Game! [1-2 subs needed!]
Well, I think we are. I mean, Prepo hosted yesterday, all was as it ought to be (except those birds flying around in the center but that isn't the game's fault), turn 56 going on and hosting scheduled for sunday. I was actually surprised that Prepo was supposedly the cause for today's problems for some other game, since it worked well yesterday.
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April 10th, 2009, 05:36 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Preponderance - Big Team Game! [1-2 subs needed!]
Ah, great! I just assumed it had crashed because the server got stuck. Hmm, I don't know why it got stuck then - odd.
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April 15th, 2009, 02:09 PM
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Second Lieutenant
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Join Date: Jul 2008
Posts: 540
Thanks: 10
Thanked 2 Times in 2 Posts
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Re: Preponderance - Big Team Game! [1-2 subs needed!]
anyone selling earth stones at a reasonable cost? or trading away pearls at a reasonable exchange rate for anything(better than 1:1 would still be reasonable)? or trading away nature at a reasonable exchange rate for anything?
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April 17th, 2009, 06:10 PM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Preponderance - Big Team Game! [1-2 subs needed!]
MA Marignon will now be controlled by Ossa, please send all correspondence to him, thanks!
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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April 17th, 2009, 07:29 PM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Preponderance - Big Team Game! [1-2 subs needed!]
I'm slowly thinking about required modifications of the map. Some Enhanced Edition to use for Preponderance 2. My ideas so far:
- much stronger garrisons for gateways [Ptah + mummies + some nasty mages]
- increased population in caves [10k for entrance, 5k normal caves, 15k for links to other players, 20k for gateways]
- bodyguards for many commanders
- recruitable Seraphs in central island
- some cool recruitables in swamps around central island [modded magic sites], recruitment of devils etc
- boots of youth on old mages
Any other suggestions? Any garrisons need tweaking? (especially those leading to plains)
My map will be hand-drawn scenario for all MA nations, but that's a long time from now. I'm too lazy
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