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  #21  
Old August 31st, 2007, 07:04 AM

Tyrian Tyrian is offline
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Default Re: 11nations mod

A problem with black moon defense:
The priest go in battle and die frequently, so the defense break easely (sometimes with minor casualties). One fighter with one priest may be a solution? Or a more potent priest than the novice?

For Whismeril, missile protection can be a good idea (or air magic).
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  #22  
Old August 31st, 2007, 11:44 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: 11nations mod

Great Mod!
Questions (from my weird point of view):
1) do you consider this balanced vs vanilla nations?
2) are you ging to try and balance them or go for some benefits (AI nation)?

and
3) what do you think of a scenario map with this mod?
what Im picturing is a downloadable map "for play with the 11 nations mod". Put all 11 mods in as AIs. Ally them together, or maybe as a couple of logical allainces. Pre-position them into strong positions on one side of the map with the stronger ally protecting the front of support ally. Boost them abit with extra sites, units, starting equipment. Offer the scenario as "Best played with multiple human players (you will all start on the same side of the map) humans allied versus the AI's".

Can you come up with a good scenario storyline? Who allies and why? Why do they hate the human players? I havent really read all the info on this mod so maybe it wont work for the purpose but I thought Id ask.
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