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May 21st, 2008, 02:08 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Mega Age II -Kingmaker(full) Race selection
There will be a 7 day period to send in pretenders after the patch. And the patch is not even out yet, so I doubt there will be anyone missing the game because they are gone until Saturday.
I still am undecided what to do about the new race no one selected. Since the patch appears to be delayed, it bolsters my earlier thought to just leave them out of this game, as including them will only delay the game more as there would be a significant reshuffling of races(or a strong possibility of it).
Part of the problem is i had many players that said they would play any race, but I did not want to give them a water race, a race that had to blood hunt to survive (micromanagement hell), or a new race. The new race, for all i know, could be a water race, or a race that requires blood hunting for dominion spread.
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May 21st, 2008, 02:15 PM
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Captain
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Join Date: Nov 2006
Location: Sweden, Ume�
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Re: Mega Age II -Kingmaker(full) Race selection
or else you can give the new race to the combo team me/folket  . We are fairly experienced so I am sure we will manage no matter if its underwater or blood hunt race.
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May 21st, 2008, 02:17 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Mega Age II -Kingmaker(full) Race selection
I have more races than starting spots at this juncture. I wish i could accommodate more players, but 61 was the absolute max for this 900 province map.
And I did not want a bigger map because of the unit limit issues YOU caused in the last game EH!
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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May 21st, 2008, 02:22 PM
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Captain
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Join Date: Nov 2006
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Re: Mega Age II -Kingmaker(full) Race selection
Bah! 61 or 62 players won't make much difference, admit it you are scared of the evil swede combo =)
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May 21st, 2008, 02:18 PM
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First Lieutenant
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Re: Mega Age II -Kingmaker(full) Race selection *DELETED*
Post deleted by sum1lost
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May 21st, 2008, 02:23 PM
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Sergeant
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Join Date: Sep 2006
Location: Kaiserslautern, Germany
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Re: Mega Age II -Kingmaker(full) Race selection
there are still races left out ? any chances i could change to any of them from ashgod ? LA Midgard would be great =)
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May 21st, 2008, 03:01 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
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Re: Mega Age II -Kingmaker(full) Race selection
Is there any chance we can have mist of deceptions removed from the game entirely? I dislike the notion that a defender with a mage, even if he's scripted to cast MoD, holdx4, retreat will always win in defense as long as he doesn't die during the holdx4.
http://www.shrapnelcommunity.com/thr...b=5&o=&fpart=1
Jazzepi
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May 21st, 2008, 03:12 PM
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Major General
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Re: Mega Age II -Kingmaker(full) Race selection
Quote:
Jazzepi said:
Is there any chance we can have mist of deceptions removed from the game entirely? I dislike the notion that a defender with a mage, even if he's scripted to cast MoD, holdx4, retreat will always win in defense as long as he doesn't die during the holdx4.
http://www.shrapnelcommunity.com/thr...b=5&o=&fpart=1
Jazzepi
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Seconded.
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May 21st, 2008, 03:40 PM
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First Lieutenant
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Re: Mega Age II -Kingmaker(full) Race selection
Third.
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May 21st, 2008, 04:42 PM
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Lieutenant General
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Re: Mega Age II -Kingmaker(full) Race selection
If mists of deception is banned completely, then why not wraithful skies as well? Or the Horror Harmonica? Or other spells that target the many more than the single casting mage?
I think Ko and/or Edi once said that battlefield spells and enchantments were supposed to end when the mage that cast the spell died or left the battlefield. And that is the way darkness works when the mandaha dies, and other spells also end when the casting mage dies or leaves the field of battle.
But for some reason, some spells do not end, and apparently are not easy to fix. Velusion's solution to this problem, which i admit i copied, was requiring the casting mage to stay on the field of battle until his last available scripting turn.
We could vote on the issue and require the mage to stay on the battle for the duration, unless he dies or is injured and retreats due to low morale. But then the issue arises as to whether a mage with ritual of returning up could ever cast such a spell without violating the rule?
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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