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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Multiplayer and AARs

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  #21  
Old March 21st, 2012, 08:44 PM

Valerius Valerius is offline
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Default Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Design pretenders

Ok, I'll add my vote to your two votes so that's three votes in favor of Roaches and three abstentions so that's the map we'll go with.

I'll have a no indie version of the map ready by tomorrow. Feel free to already upload your pretenders and then I'll start the game once the map is done.

Also, at the risk of stating the obvious I just want to remind everyone to keep in mind what paths they'll need to access summons. I'm sometimes willing to roll the dice and gamble on indies supplementing what my national mages and pretender bring to the table but that won't be an option here.
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  #22  
Old March 23rd, 2012, 03:12 PM

Valerius Valerius is offline
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Default Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders

I've uploaded the no indies version of the map to the server and set the game to autostart once all pretenders are in.

Please download the map from the first post. And of course send in your pretenders so we can get things started.
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  #23  
Old March 23rd, 2012, 03:23 PM

Larz Larz is offline
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Default Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders

Just want to reiterate the rules so there is no confusion.

- No diplomacy
- No recruiting Indies (including Mercenaries and any sites that may have slipped through your mod).

Also, are we going to have any victory conditions? Last one standing/consensus? Number of caps held?

I think I have my pretender ready, will be sending in soon.
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  #24  
Old March 23rd, 2012, 03:35 PM

Valerius Valerius is offline
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Default Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders

Quote:
Originally Posted by Larz View Post
- No diplomacy
- No recruiting Indies (including Mercenaries and any sites that may have slipped through your mod).
Yes, that's right. Thanks for the reminder as I wanted to especially repeat the part about no mercenaries since many people are so used to using them they may recruit them without thinking. Once again: no mercs!


Quote:
Originally Posted by Larz View Post
Also, are we going to have any victory conditions? Last one standing/consensus? Number of caps held?
I was planning on going with the last man standing/consensus approach. I haven't been too fond of the caps as VPs system we used in Myth. Seems like it just resulted in people taking turns getting dogpiled as they got too many caps. Also, if someone thinks they can pull off a long term strategy with relatively few provinces I'd like that option available rather than forcing them into war to stop someone else from getting caps.
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  #25  
Old March 25th, 2012, 09:01 AM

ghoul31 ghoul31 is offline
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Default Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders

which mod are we using? nations_2v2, nations 2v2 debug, or both?
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  #26  
Old March 25th, 2012, 10:48 AM
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Default Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders

Quote:
Originally Posted by ghoul31 View Post
which mod are we using? nations_2v2, nations 2v2 debug, or both?
nations 2v2
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  #27  
Old March 25th, 2012, 02:56 PM

Valerius Valerius is offline
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Default Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders

Good grief, it looks like I need to remind myself of the no mercs rule. I usually forget to even check the available mercs so of course this game I not only remember to check but recruit one. Luckily, I realized what I'd done a minute later and cancelled my bid.

Anyway, I hope everyone enjoys the game!
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  #28  
Old April 5th, 2012, 09:25 AM

Larz Larz is offline
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Default Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Send pretenders

I'm going to need a 48 hour extension on the next turn. I got the current turn in, but not sure I can take another until Sunday morning (GMT). Thanks.
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  #29  
Old April 5th, 2012, 08:29 PM

Valerius Valerius is offline
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Default Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running

Sure, no problem. 48 hours have been added.
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  #30  
Old April 6th, 2012, 02:08 PM

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Default Re: Nations 2 - MA, CBM 1.92, no diplo, no indies - Running

Actually, I postponed things a turn too early. The current turn has now been postponed until Sunday.
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