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  #1  
Old November 30th, 2010, 11:51 PM

dark7element dark7element is offline
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Default Re: Torches in the Night: MA, Newbies (>5 mp games) only, CBM 1.6 [6 slots open]

When I saw another 8 replies, I thought I'd finally gotten some players joining. Imagine my dismay when I found out what it really was.

Apparently my ideas have not gone over well. I'm going to just forget about the special rules and make this an ordinary CBM 1.7 game.

Is strength 7 independents + one extra starting province really that weird? If noone wants to play that, I guess I can change to standard values.

Last edited by dark7element; December 1st, 2010 at 12:13 AM..
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  #2  
Old December 1st, 2010, 12:31 AM
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GrudgeBringer GrudgeBringer is offline
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Default Re: Torches in the Night: MA, Newbies (10> mp games) only, CBM 1.7 [6 slots open]

Man, You make your game ANY way you want it...It is YOUR game and if someone doesn't like the way you set it up, they can play somewhere else.

I made a game one time that I said no one could go in or cross water for any reason, and then used a map with a BUNCH of water. Everyone screamed and yelled and when it was all over....

The ones that wanted to play did and we had a pretty good game, because the guys that played WANTED to.

Don't be intimidated, but do listen to guys that are actually going to join your game, but keep to your original idea. If no one joins, then that tells you maybe your idea wasn't that good at that time.

C'mon guys, give the new guy a break
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  #3  
Old December 1st, 2010, 12:38 AM

Korwin Korwin is offline
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Default Re: Torches in the Night: MA, Newbies (10> mp games) only, CBM 1.7 [6 slots open]

My reason for not joining (besides my first 3 MP games) is CBM (dont care for the number).

I find it interesting that the other two newbie games I play that got organisized (relativly fast) on this page are vanilla.
Honestly CBM looks like something for an old (dont want to say veteran ) player, who knows the game in and out and want some change for the sake of change alone.

For newbies who struggle to learn the basic game? I keep to vanilla until that gets stale, but since I found the game <2 months ago, that should'nt be in the near future.
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  #4  
Old December 1st, 2010, 06:59 AM
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Juffos Juffos is offline
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Default Re: Torches in the Night: MA, Newbies (>5 mp games) only, CBM 1.6 [6 slots open]

Quote:
Originally Posted by Valerius View Post
bunch of male bovine excrement full of ad hominems


Check the OP now, Ulm isn't bashed anymore, Ashdod is banned and casting Gale Gate won't be a suicide. My post had the exact effect I intended.

But how have you contributed to the thread? You have done nothing but caused reasonless drama in this thread which should be dedicated to setupping the game and recruiting players, not flaming them. And yet still you try to pile the responsibility onto me. Have you no shame?

I think we will soon see Godwin's Law in effect
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  #5  
Old December 3rd, 2010, 10:50 PM

P3D P3D is offline
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Default Re: Torches in the Night: MA, Newbies (10> mp games) only, CBM 1.7 [3 slots open] (PB

Add me with Abysia.
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  #6  
Old November 30th, 2010, 05:55 PM
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Default Re: Torches in the Night: MA, Newbies (>5 mp games) only, CBM 1.6 [6 slots open]

Or you could start white-knighting even when obviously not required. I think my post was more informative and helpful than yours.
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  #7  
Old December 1st, 2010, 01:33 AM

dark7element dark7element is offline
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Default Re: Torches in the Night: MA, Newbies (10> mp games) only, CBM 1.7 [6 slots open]

First of all, the thread title was misleading. I've changed it. Anyone who has played fewer than 10 games is welcome to join.

When you look at what changes CBM actually makes, I think you'll find that they are much more pro-newbie than anti-newbie.

I would never want to play a long campaign with vanilla, because you're forced to engage in hefty micromanagement. You have to spend upwards of half an hour shuffling around dwarven hammers, skull mentors, owl quills and such every single turn. Most new players either don't know how to do this effectively or get tired of it quickly.

CBM also attempts to make the various military units more balanced. This helps prevent new players for being de-facto penalized by building underpowered units because they don't know any better.

Lastly, CBM's restrictions on dowsing rods is a desperately needed nerf for blood nations. I'll admit I haven't PLAYED many multiplayer games, but I've read numerous AARs and played a lot of singleplayer. A "properly" (big scare quotes) set-up blood economy is as tedious as it is overpowered, the worst possible combination if you ask me.

CBM isn't a 'specialty' mod. It isn't designed to fundamentally change the game mechanics. It doesn't add or remove any nations. The only purpose of the CBM is to make the game more balanced, and reduce micromanagement. How is THAT bad for new players?
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  #8  
Old December 1st, 2010, 02:25 PM

Xerxes2504 Xerxes2504 is offline
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Default Re: Torches in the Night: MA, Newbies (10> mp games) only, CBM 1.7 [6 slots open]

Hey there,
I would really like to join, hope you dont mind, since this would be my very first mp-game.

I would like to play:

Shinuyama, Land of the Bakemono
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  #9  
Old December 2nd, 2010, 01:09 AM

dark7element dark7element is offline
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Default Re: Torches in the Night: MA, Newbies (10> mp games) only, CBM 1.7 [6 slots open]

Quote:
Originally Posted by Xerxes2504 View Post
Hey there,
I would really like to join, hope you dont mind, since this would be my very first mp-game.

I would like to play:

Shinuyama, Land of the Bakemono
Hallelujah, a post by someone who is actually interested in joining the game. Xerxes2504, you've given me hope that this game will eventually get off the ground, and for that I thank you.
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  #10  
Old December 2nd, 2010, 06:44 PM

Nightfall Nightfall is offline
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Default Re: Torches in the Night: MA, Newbies (10> mp games) only, CBM 1.7 [5 slots open]

By the way, you haven't mentioned a server, I'm assuming llamaserver.

I'll take Pythium please.
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