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June 4th, 2007, 07:14 PM
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Major General
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Join Date: Sep 2006
Posts: 2,198
Thanks: 90
Thanked 32 Times in 22 Posts
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Re: Neo Xekinima - LA game of Mod nations (recruit
A chance to play Hoburgs?
Count me in.
Thats the Hoburg Kingdom, crossbows and butter for me.
I am totally unfamilar with any of those modded nations but I am into fun new experiences...
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June 4th, 2007, 07:45 PM
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Private
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Join Date: Nov 2006
Location: PA, USA
Posts: 26
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Re: Neo Xekinima - LA game of Mod nations (recruit
I would like to play as the vampire people. A race of vampires seems pretty interesting and should be fun. I'm gonna try them out now.
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June 4th, 2007, 07:52 PM
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Private
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Join Date: Nov 2006
Location: PA, USA
Posts: 26
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Re: Neo Xekinima - LA game of Mod nations (recruit
I cant seem to get the sanguinia mod to open it keeps saying that it cannot open the icon...
Help?
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June 4th, 2007, 07:54 PM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
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Re: Neo Xekinima - LA game of Mod nations (recruit
I want to play. Count me in, even if you end up assigning the nations randomly.
But I still would like to try the nations. Can I assume that I can just
download all the mods above, and enable them concurrently?
I do not consider myself a newbie, but I have very little experiences with mods.
I just started a modded game... three times ;-) I hope this one has fewer
problems getting rolling.
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June 4th, 2007, 07:59 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: Neo Xekinima - LA game of Mod nations (recruit
Dragonninjaakira, if you can't open the zip file natively (although WinXP should have support for that - I am just assuming that you're on Windows now) then you need to install a program like WinRar or WinZip on your computer.
Tuidjy, I will create one file with CB 1.1 and all the mod nations inside. We will use that file for playing, I'll release it later when Sombre has the Silvans ready.
I won't restart the game, if one particular nation proves to be too strong right from the start, then there's diplomacy to take care of that. The Hoburgs are the only ones which won't have received the CBM treatment, so if you have some time I'd appreciate if you could test them for balance. They seem to have a very solid war machine according to the thread. Should be a fun game, anyway. Minor changes to the mod could be made on the fly while playing. You're encouraged to give helpful feedback to the mod authors in their threads.
I'll update the main post to show which nations have been taken already.
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June 4th, 2007, 08:06 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
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Re: Neo Xekinima - LA game of Mod nations (recruit
I would like to play. Please just assign me a nation that no one wants to play. Or whomever is left open.
Jazzepi
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June 4th, 2007, 08:24 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
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Re: Neo Xekinima - LA game of Mod nations (recruit
Okay, I guess it really will be easier for you to testplay with the nations if I just give you the preliminary mod that I put together. I have now attached my version to the main post. Sombre wants to make some balance changes to the Sylvans and other stuff, like I said, and the nations and some of New Jomon's commanders are missing their description because of the bug, but apart from that it's ready to play.
It seems like 4 positions are still open for now!
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June 4th, 2007, 08:50 PM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
Posts: 1,244
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Thanked 30 Times in 11 Posts
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Re: Neo Xekinima - LA game of Mod nations (recruit
I just read the fluff of the nations, and as a long time Bretonnia player, I
will probably request the Teutanions... But I will first take a good look
at the nations.
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