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-   -   Sign of the Hammer - A Warhammer Mod Game. Game on! (http://forum.shrapnelgames.com/showthread.php?t=43945)

Burnsaber September 14th, 2009 10:53 AM

Sign of the Hammer - A Warhammer Mod Game. Game on!
 
1 Attachment(s)
This is a small Warhammer inspired game to celebrate the addition of Bretonnia to the Dom 3 WH mod community.

NEWS:

Game is up on the llamaserver.


Players:

Burnsaber - Ogre Kingdoms by Sombre
Llamabeast - Bretonnia by Burnsaber
Trumanator - Skaven by Sombre
Sombre - Tomb Kings by Llamabeast
Squirreloid - Chaos Undivided by Panpiper
DrPraetorious - Itza by Sombre

Rules

Players: 6
Settings: HoF 15, renaming on, otherwise normal
Mods: Warhammer_Six_Nations
Diplomacy:
1) Extremely Machieviellian and non-binding, spiced with the bitter taste of betrayal and agony
2) Trading of magical items banned (gems and money are fair game thought), to encourage national differences
3) What happens in the name of the "Sign of the Hammer" does not spread to any other games in no shape or form.

Map: The NI map "Fields of Battle" attachted to this post.

Other rules:
1) Roleplaying by characteristic posts (both in-game and in this thread) is heavily encouraged and appreciated.
2) Fighting to the last breath is expected in this game. If you are too time strained or unmotivated to play, please at least try to find a sub.

Hosting:
26h until people feel that it is not enough, at which point we will move 48h. Hopefully a 72h timer will never be needed.

Delays granted on request.

Victory Condition:

1) Ruling 3 capitals for 3 consecutive turns.
2) Concensus from other players

Squirrelloid September 14th, 2009 10:59 AM

Re: Sign of the Hammer - A warhammer mod game. (2 open spots)
 
I'm in.
You can't touch this.

Itza, or if someone really wants Itza, Chaos.

Edit: Screw it, Chaos. Can't... resist... dark side...

Trumanator September 14th, 2009 11:30 AM

Re: Sign of the Hammer - A warhammer mod game. (1 open spots)
 
Damnit, llama already called brettonia....:(

I'll take skaven in that case methinks :)

Sombre September 14th, 2009 11:45 AM

Re: Sign of the Hammer - A warhammer mod game. (1 open spots)
 
The Hammer is a slaves tool. Fitting that as we rouse ourselves from our tombs, the world should see its future writ in the night sky.

DrPraetorious September 14th, 2009 12:24 PM

Re: Sign of the Hammer - A Warhammer Mod Game. (1 open spot left)
 
I'll take Sylvania or Sangunia (if they are worked into the Mod) or lizardmen if it does not.

On which subject, should I package the combined mod? Do we want any CBMitude in there as well?

Oops: Hammer.

Burnsaber September 14th, 2009 01:13 PM

Re: Sign of the Hammer - A Warhammer Mod Game. (1 open spot left)
 
Quote:

Originally Posted by DrPraetorious (Post 710153)
I'll take Sylvania or Sangunia (if they are worked into the Mod) or lizardmen if it does not.

On which subject, should I package the combined mod? Do we want any CBMitude in there as well?

Oops: Hammer.

If you want to compile the mod, please do so. Brettonnia mod might be incompactible with the script (due to the mad mod haxoring with the battle summons), like the rest of my mods seem to be, for some inexplicable reason. But after compiling all other mods, I think that you could copy-paste Bretonnia into it and give it to me. I'll sort out any clashes.

As for CBM, I think that CBM 1.5 is fine. Let's include it now. I won't be 100% sure that CBM 1.6 be released in time for this game.

Also the Chaos mod has an seriously overpowered national pretender, I'll take the opportunity to nerf him while I fix the possible clashes.
I chose Ogres as my nation.

TwoBits September 14th, 2009 01:49 PM

Re: Sign of the Hammer - A Warhammer Mod Game.
 
Damn, I'd like to get in on this. Is it all mod nations? I don't care, I just want to be involved in a pure RP game (I hate trying to RP other MP game communications at this point - you start with, "Greetings! We are the slaves of Lord So-and-So the Terrible..." - and wind up reduced to "OK, what booster do you need to cast that Ench-6 spell?" etc.). Especially want to play in a game with "real" diplomacy, meaning nothing that is binding (No, "sorry Hitler, you agreed to that NAP-3 with Stalin, so no Barbarossa until Winter of 42 for you!").

Plus a small, cozy 6 player game seems nice right about now :)

Don't know squat about "Itza", but I'd happily take them for a spin.

Oh, almost forgot, "Hammer Time".

Burnsaber September 14th, 2009 02:15 PM

Re: Sign of the Hammer - A Warhammer Mod Game.
 
Quote:

Originally Posted by TwoBits (Post 710165)
Damn, I'd like to get in on this. Is it all mod nations? I don't care, I just want to be involved in a pure RP game (I hate trying to RP other MP game communications at this point - you start with, "Greetings! We are the slaves of Lord So-and-So the Terrible..." - and wind up reduced to "OK, what booster do you need to cast that Ench-6 spell?" etc.). Especially want to play in a game with "real" diplomacy, meaning nothing that is binding (No, "sorry Hitler, you agreed to that NAP-3 with Stalin, so no Barbarossa until Winter of 42 for you!").

Plus a small, cozy 6 player game seems nice right about now :)

Don't know squat about "Itza", but I'd happily take them for a spin.

Oh, almost forgot, "Hammer Time".

Sorry, but the game is full. We already have 6 players.

If you want a roleplay-tastic game, I advise to start your own. I think that there is a demand for that kind of game, as long as the RPG aspect isn't too "extreme", so to speak. Perhaps just dictate that all messages should be in character? You should fill up with 6 players in no time.

TwoBits September 14th, 2009 02:19 PM

Re: Sign of the Hammer - A Warhammer Mod Game.
 
Crud. If anyone bails, let me know :)

Burnsaber September 14th, 2009 03:05 PM

Re: Sign of the Hammer - A Warhammer Mod Game. (1 open spot left)
 
Quote:

Originally Posted by DrPraetorious (Post 710153)
I'll take Sylvania or Sangunia (if they are worked into the Mod) or lizardmen if it does not.

On which subject, should I package the combined mod? Do we want any CBMitude in there as well?

Oops: Hammer.

Now that we have the glorious CBM 1.6 available, it would be a shame not to use it. If it's still possible, it might best if we use it in the mod compilation.


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