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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars > Multiplayer & AARs

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  #21  
Old September 2nd, 2005, 10:00 AM
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PashaDawg PashaDawg is offline
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Default Re: Invisible Swarm IV

Quote:
Jurri said:
Well, you know, at least you're knowing you're not knowing.

I would prefer a smaller game, myself. Like 7-10 players depending on the map. In fact, there's already ~20 names in the first post (hey, you missed arch!), so there would probably be enough interested players for two such medium sized games. I suggest seeing how many interested players there are Sunday night: if 14+, split the bunch in about half depending on map choices.

I like the idea of two smaller games, myself.

I'd be interested in trying out Loemendor as a map.
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  #22  
Old September 2nd, 2005, 11:40 AM
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Default Re: Invisible Swarm IV

I like that idea 2. And Parganos and Loemendor would be fun maps to use. Would both games use the balance mods? Hope so. I bet we have enough to get 2 games going of 7-8 people each, easily.
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  #23  
Old September 2nd, 2005, 02:25 PM
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Default Re: Invisible Swarm IV

Hi!

I am extremely interested and motivated to join in if i am accepted!

I have been working on Marignon lately so i'd like to join in and give my Marignon a try. I promise that i might surprise you!
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  #24  
Old September 2nd, 2005, 03:30 PM

YellowCactus YellowCactus is offline
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Default Re: Invisible Swarm IV

It would be really suprizing if I was playing my turn...and the pizza guy comes knocking at my door with a supreme pizza. Then he says...."No charge mister, this one's from Whollaborg". I'd be like...DANG. Nice suprize!

More reallistically.....I'm sure we can work you in Whollaborg. And if the games are both full, you can have my spot. Welcome to the community.
-yc
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  #25  
Old September 2nd, 2005, 07:18 PM

Jurri Jurri is offline
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Default Re: Invisible Swarm IV

You know, I always wondered about the name. That makes sense... Especially so if you can't see the clones.

New maps are always nice. Has anyone quality checked Loemendor for neighbors and terrain types? I seem to recall that quite a few maps have had necessary revisions made after publication.

I guess now that we have the map size and the estimated number of players down, we might start on settings. Any preferences? The conceptual balance mod seems popular, so probably use that... When did QM say he was going to release the next version? There were some good fixes planned to Gryphons and stuff, unless I'm mistaken, so it would be nice to get the new version, if possible.
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  #26  
Old September 2nd, 2005, 07:31 PM

quantum_mechani quantum_mechani is offline
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Default Re: Invisible Swarm IV

Quote:
Jurri said:
When did QM say he was going to release the next version? There were some good fixes planned to Gryphons and stuff, unless I'm mistaken, so it would be nice to get the new version, if possible.
I have the new version ready now, I was just holding off realeseing it until Edi finished his readmes.
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  #27  
Old September 2nd, 2005, 07:38 PM

Jurri Jurri is offline
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Default Re: Invisible Swarm IV

Great! Do join test driving it; surely you'll want to get jeffr back for what he did to ya last time
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  #28  
Old September 2nd, 2005, 08:03 PM
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Default Re: Invisible Swarm IV

Quote:
YellowCactus said:
It would be really suprizing if I was playing my turn...and the pizza guy comes knocking at my door with a supreme pizza. Then he says...."No charge mister, this one's from Whollaborg". I'd be like...DANG. Nice suprize!

More reallistically.....I'm sure we can work you in Whollaborg. And if the games are both full, you can have my spot. Welcome to the community.
-yc
That's funny... I showed that one to friends.
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  #29  
Old September 2nd, 2005, 09:39 PM

quantum_mechani quantum_mechani is offline
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Default Re: Invisible Swarm IV

Quote:
Jurri said:
Great! Do join test driving it; surely you'll want to get jeffr back for what he did to ya last time
Heh, I don't blame him, I blame Saber Cherry.
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  #30  
Old September 3rd, 2005, 12:31 AM
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Default Re: Invisible Swarm IV


If nothing else, getting sages fixed so they don't heal would be a good thing about a new version of the mod.
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