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  #31  
Old June 7th, 2008, 01:32 AM

Xietor Xietor is offline
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Default Re: KingMaker - let the Ascension War commence!

Since the game is a very large one, many players wanted the research set on hard(me) or very hard. There was a large contingent that wanted very hard. However, that would have given the bless nations too great an early advantage.

So the research was modded to make the lower level spells normal, and level 7-9 very hard. There are so major issues with how you can mod spells.

So that required some quicks, like moving level 1 spells to 0. It was that or having them cost 100 research points.

None of the spells are missing.

I do not have a clue what happens in ties on bids for mercenaries. I assume it is randomly given to one nation. The mod has nothing to do with mercenaries.
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  #32  
Old June 7th, 2008, 01:51 AM
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Default Re: KingMaker - let the Ascension War commence!

Ah I see, interesting way to duct tape the scenario. I kind of think a few of those spells shouldn't be available on turn 1, but oh well, I am just sour that I don't have a Virtue or Father of Winters to play with.

And the mercenary comment was more of a side note, I didn't mean to imply that you modded Elephant Corps to be out on turn 1..... and give yourself 405g to start, or anything like that.....

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  #33  
Old June 7th, 2008, 03:58 AM
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Default Re: KingMaker - let the Ascension War commence!

I would forget bidding on mercs in this game. Against 60 other nations? You will have to bid very high. Buy some mages instead.
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  #34  
Old June 7th, 2008, 04:10 AM
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Default Re: KingMaker - let the Ascension War commence!

I certainly think the other 59 nations who aren't me should follow this advice very closely.
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  #35  
Old June 7th, 2008, 12:38 PM

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Default Re: KingMaker - let the Ascension War commence!

I have to say I am pretty happy. With 2.5 hours to go, 59/61 races have managed to get the new map, get the mods working, and get their turns sent in.

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  #36  
Old June 7th, 2008, 02:56 PM

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Default Re: KingMaker - let the Ascension War commence!

Yay, a new turn...

...however, the messages got cut short (last one was MA Caelum's prophet) and I don't see any info on indies around me. I'd assume it's same for others too...

IIRC it was the same thing in Perpetuality, and everything was okay next turn, after all those prophetizing messages were done for. So no need to panic, yet.
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  #37  
Old June 7th, 2008, 03:00 PM
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Default Re: KingMaker - let the Ascension War commence!

Meh, I am so discombobulated! >.<

I'm sure this probably got discussed beforehand too, but am I not supposed to be able to see neighboring troops? I can't even see *any* info in the province that my scout is in.

Maybe I should just shut up and be a good little sub for a few more days, but maybe these things are stressing me out even more than they should, because I could be messing up someone's start in an epic once a year game, and I don't even know his intended strat. 8(
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  #38  
Old June 7th, 2008, 03:08 PM

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Default Re: KingMaker - let the Ascension War commence!

Some nations already took aggressive approach, heh. And I already see a neighbour...
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  #39  
Old June 7th, 2008, 03:09 PM
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Default Strange bug

I have no report about indies in neighbouring provinces as well.

I mean no information at all is displayed, even for the province where my scout is, or another when I have dom 1 (Arco scrying).
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  #40  
Old June 7th, 2008, 03:10 PM
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Default Re: KingMaker - let the Ascension War commence!

Quote:
JimMorrison said:
I'm sure this probably got discussed beforehand too, but am I not supposed to be able to see neighboring troops? I can't even see *any* info in the province that my scout is in.
That happened in a sp game I'm currently playing. In the sp game, the issue was resolved on the next turn, hopefully the same goes for this game.
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