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  #11  
Old September 14th, 2009, 04:06 PM

Trumanator Trumanator is offline
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Default Re: Sign of the Hammer - A Warhammer Mod Game.

Whats with all the hammers?
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  #12  
Old September 14th, 2009, 06:29 PM

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

Just confirming I'm playing.

I wonder if three capitals is too few? I'm about to get three capitals in Crusaders, and I'm not that strong. If we were to increase it, I'd suggest four.
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  #13  
Old September 14th, 2009, 06:32 PM

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

It is the number after three. But I'm also worried that testing may reveal it to be the number before five.
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  #14  
Old September 14th, 2009, 08:23 PM

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

Aw, I missed it . Well, I'll be watching this game, hopefully there will be enough trash talk going on to get some idea what's happening.
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  #15  
Old September 15th, 2009, 12:26 AM
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Default Re: Sign of the Hammer - A Warhammer Mod Game.

Quote:
Originally Posted by llamabeast View Post
Just confirming I'm playing.

I wonder if three capitals is too few? I'm about to get three capitals in Crusaders, and I'm not that strong. If we were to increase it, I'd suggest four.
We'll you should notice that we only have 6 players. The idea is that the all of the winners of their first war (aka when we have 3 players left probably sometime after turn 35) have a shot at the win.

With 3 players controlling 2 capitols and three required to win, things will get very intresting .
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  #16  
Old September 15th, 2009, 10:03 AM

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

You know given that more people have shown interest in this than there are spaces available, perhaps a second warhammer game should be started shortly after this one with identical settings. It could then use the same combined mod, same NI map etc.

It would be an interesting experiment to see how differently the two games played out. Of course the major difference would be the players, but it would also allow for different builds etc for the mod nations and obviously result in more feedback.
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  #17  
Old September 15th, 2009, 11:28 AM
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Default Re: Sign of the Hammer - A Warhammer Mod Game.

Okay, so - CBM 1.6 plus the various nation mods?

I'll set the packaging up some time this afternoon, will post here if I have problems.
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  #18  
Old September 15th, 2009, 03:45 PM
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Default Re: Sign of the Hammer - A Warhammer Mod Game.

Here it is. I deleted the crazy pretender from Chaos Undivided, but have made no other changes.

If we want to make a few further changes beyond CBM 1.6 + the six nations, I suggest changing this file directly?
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File Type: zip WarhammerSix.zip (1.55 MB, 73 views)
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  #19  
Old September 15th, 2009, 03:59 PM
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Default Re: Sign of the Hammer - A Warhammer Mod Game.

Oh, and I decided I really liked the lizard artwork, so I'm Itza.
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  #20  
Old September 15th, 2009, 04:01 PM
Squirrelloid Squirrelloid is offline
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Default Re: Sign of the Hammer - A Warhammer Mod Game.

Quote:
Originally Posted by DrPraetorious View Post
Here it is. I deleted the crazy pretender from Chaos Undivided, but have made no other changes.

If we want to make a few further changes beyond CBM 1.6 + the six nations, I suggest changing this file directly?
I believe Burnsaber had some ideas on how to make the 'crazy' pretender from Chaos undivided reasonable.

That said, I'm not especially interested in using him, although if thematic is important he really is my only decent choice.
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