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  #81  
Old October 1st, 2009, 03:00 AM
Squirrelloid Squirrelloid is offline
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

So the gilded beast shall leave us no respite. Very well, face us in honorable combat, your scorpion vs. what few forces we have left, and leave your army aside for the moment. Should you defeat us, not only will the gates of our fortress be left wide for you (effectively, as there will be no one to man the walls), but we will also give unto you what wealth we possess in gems and gold before we are vanquished. Should you lose, well, your army is still right there and we doubt we could defeat it after suffering whatever grevious losses your golden scorpion inflicts on us. Bring your army this turn and we will take our riches with us to our graves.

Will you meet the champions of the north winds under these terms?

(aside to Brettonia - was that all PD in our battle this past turn? Geez...)
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  #82  
Old October 1st, 2009, 06:13 PM

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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

(sorry for the brevity of this response, I am very pressed for time - I have time to take the turn, but not to post a RP response. I'll let my actions do the talking)
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  #83  
Old October 2nd, 2009, 03:29 AM

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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

Bugger, I sent in the wrong turn yesterday. How annoying.
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  #84  
Old October 4th, 2009, 11:46 PM

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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

Could I have a small extension, like 6 hrs? The llamaserver keeps sending my turns back saying there's a problem with the 2h file, and I don't have time to deal with it atm.
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  #85  
Old October 5th, 2009, 07:12 AM
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

Quote:
Originally Posted by Trumanator View Post
Could I have a small extension, like 6 hrs? The llamaserver keeps sending my turns back saying there's a problem with the 2h file, and I don't have time to deal with it atm.
Extension granted and showing on the game page. I decided to go for a full 24h extension, just in case there is something a bit more serious behind this error than just a temporary bug.
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  #86  
Old October 6th, 2009, 09:04 AM

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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

Word flooded back to Baset from the corners of the newly carved Nehekhara that the natives were being brought under control. The strange tattoo covered marauders in the northeast had presented little more resistance than the smaller barbarian tribes, though their clear alignment with ruinous powers had given him some pause for thought. The last of them had fled to the east to be crushed by a struggling feudal kingdom. Scouts reported they had an appropriate sense of honour, but their ways were primitive and they constrained themselves from achieving true glory with their petty beliefs and reliance on heavy armour. He would send his agents to investigate further - if necessary they could be removed.

To the West though, scouts reported a greater puzzle. A race of cold blooded lizards seemingly working in tandem with honourless mercenaries. Baset recognised the influence of some ancient power upon them, but their apparent concord with brigands was unsettling. Any movement closer to the lands civilised by Nehekhara would require a punitive response.

Of the lands to the north, the scouts had spoken little. Lumbering hulks wandering in yet more barbaric and primitive tribes and the scent of disease and corruption was carried on the wind.

All cause for reflection. The ancient texts will be consulted, the most powerful of the Tomb Kings awoken from their slumber. Nehekhara would know soon enough.
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  #87  
Old October 8th, 2009, 12:35 AM
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

Just a minor announcement, apparently I screwed up while making the map and there is one province (88) that has indy recruits as a result. Just letting everyone that this is a bug and recruiting those indies would constitute as "abusing an bug".

Just thought to let everyone know in order to avoid any possible drama (since there's been some going around recently).
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  #88  
Old October 10th, 2009, 05:38 PM

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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

Apologies for the stale. It was a pretty bad turn to stale, but could have been worse.

I sent my trn file by accident and didn't wait to get the 'i have your turn' email back. So yeah, dumb mistake.
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  #89  
Old October 10th, 2009, 06:36 PM
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

Wait... why was it a bad turn to stale?!?!
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  #90  
Old October 11th, 2009, 11:26 PM
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

The Plan requires gems oriented towards the earth wind, in order to move forward.

The Plan allows for flexibility with regards to other types of gems, except for the onyx gems of the death wind, which are unavailable.

The servants of the Plan await communications on this topic with great earnestness and attention.
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