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  #51  
Old August 8th, 2011, 01:03 AM

Dimaz Dimaz is offline
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Default Re: EA Tempest - Send Pretenders

Sorry, but I returned a bit later than expected and I'll need another day or two to finalize my pretender.
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  #52  
Old August 8th, 2011, 04:39 AM

llamabeast llamabeast is offline
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Default Re: EA Tempest - Send Pretenders

Sorry for hijacking your game thread guys.

I can't compete with your word count Calahan since I'm writing on a phone. So I'll just say that while I agree that some choices are lost by removing hammers, I'd argue that at least as many are created by not forcing every nation to obtain E3. It would be easy to make a list of interesting decisions like you've done for additional pretender design choices opened up by removing that requirement. Note that this isn't because I "don't like thinking" during pretender design; far from it. It's because I want there to be more interesting options and choices to consider.

But anyway, I guess we are unlikely to agree on this. Maybe some sub-mod with hammers re-included should be created, because in many other ways CBM1.84 (and hopefully 1.9!) is far superior to CB1.6, so it seems like a bit of a case of throwing the baby out with the bathwater.
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  #53  
Old August 8th, 2011, 05:20 AM

Dimaz Dimaz is offline
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Default Re: EA Tempest - Send Pretenders

Yep, another one like Masochist Edition for 1.7 Haven't seen any games started with it, unfortunately. Maybe the name was too pessimistic .
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  #54  
Old August 9th, 2011, 09:50 PM

HorrorFend HorrorFend is offline
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Default Re: EA Tempest - Send Pretenders

I don't have any experience modding so this maybe impossible for a number of reasons, but I throw it out there anyways...has anyone considered modding new items that also give the forge bonus? These items would require other magic paths, thus freeing a player from needing E3 on their pretender as well as allowing earth gems to be used for things other than hammers. In the early game players would still have an incentive to economize on gems before they acquired these forge bonus items so most of the strategy based around hammers would be preserved.
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  #55  
Old August 10th, 2011, 01:24 AM

Dimaz Dimaz is offline
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Default Re: EA Tempest - Send Pretenders

Unfortunately it's impossible with current modding tools.
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  #56  
Old August 12th, 2011, 02:37 AM
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Default Re: EA Tempest - Running

So I just ran into a province with heavy calvary with six attacks (2x lance, sword, and hoof), Anyone else notice anything weird?
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  #57  
Old August 12th, 2011, 05:32 AM

Executor Executor is offline
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Default Re: EA Tempest - Running

Well luckily the heavy cavalry I faced only had 2 attacks, but I saw heavy cavalry with six attacks in another game I subbed into as well. I though it was a CBM 1.8 mistake but I'm guessing it has something to do with the latest patch now.

Not sure how to fix it or if it even can be fixed.
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  #58  
Old August 12th, 2011, 11:26 AM

PriestyMan PriestyMan is offline
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Default Re: EA Tempest - Running

You need to download LLama's fixed versions of the mods. THis problem keeps coming up, because somehow everyone missed the thread about fixing them once the patch got added.
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  #59  
Old August 12th, 2011, 04:50 PM
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Default Re: EA Tempest - Running

Right!

I did that for 1.8, but not for 1.6. Thanks PM.
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  #60  
Old August 13th, 2011, 03:49 AM

don_Pablo don_Pablo is offline
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Default Re: EA Tempest - Running

Delay please hosting for 24h
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