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  #11  
Old January 25th, 2010, 04:54 PM

rdonj rdonj is offline
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Default Re: Markata Madness, all age game

I tried lammashtas once, but found it to be tricky coming up with sufficient numbers of them to keep the markata busy for so long. I seem to do best when I have 10+ mages spamming living earth or something, sometimes with curse they'll actually cause an affliction or two and you may get lucky and blind one or something. You still need to spam horror marks or something to kill them, but you can at least slow down their raiding.
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  #12  
Old January 25th, 2010, 05:17 PM

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Default Re: Markata Madness, all age game

Shovah has pointed out that it is probably a good idea to limit pretender chassis. I tend to agree, taking a triple bless and using shrouds on your scouts would just be way too obvious a choice. So I'm thinking all pretenders should be awake rainbows, again for the sake of fair and balanced competition.
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  #13  
Old January 25th, 2010, 05:25 PM
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Default Re: Markata Madness, all age game

Count me in, I have a soft spot for markatas
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  #14  
Old January 25th, 2010, 05:37 PM

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Default Re: Markata Madness, all age game

Okay, so I have been convinced to mod in a markata mage, a markata commander, and a markata pretender. Do not expect shiny new graphics, unless someone else decides to make them.

Edit: Also, all nation slots are full. Guess I'd better get this mod ready.
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  #15  
Old January 25th, 2010, 05:59 PM
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Default Re: Markata Madness, all age game

In an all monkey game using the nations in the game it would be full.
But if you are going to mod a dupd-nation then we can have up to.. 90(?) players.
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  #16  
Old January 25th, 2010, 06:02 PM
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Default Re: Markata Madness, all age game

90 player monkey madness! That game has to happen...
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  #17  
Old January 25th, 2010, 06:23 PM
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Default Re: Markata Madness, all age game

Quote:
Originally Posted by rdonj View Post
Okay, so I have been convinced to mod in a markata mage, a markata commander, and a markata pretender. Do not expect shiny new graphics, unless someone else decides to make them.
In fact, I actually made a Markata Hero for a WH update that never happened. (I know, totally unbalanced, but this was before CBM 1.6 completely changed the gameplay).

You could use the pure pic as the pretender and make a Markata mage by cop-pasting a wizard hat onto a regular Markata. Commander Markata could have the golden hat.



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  #18  
Old January 25th, 2010, 06:42 PM

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Default Re: Markata Madness, all age game

Quote:
Originally Posted by Gandalf Parker View Post
In an all monkey game using the nations in the game it would be full.
But if you are going to mod a dupd-nation then we can have up to.. 90(?) players.
Unfortunately we quickly run into the spell slot limit with even just ~12 copies of Kailasa. Making a simple duplicated mod nation with 1 or less national spells would allow 90 players.
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  #19  
Old January 25th, 2010, 06:44 PM

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Default Re: Markata Madness, all age game

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Originally Posted by Gandalf Parker View Post
In an all monkey game using the nations in the game it would be full.
But if you are going to mod a dupd-nation then we can have up to.. 90(?) players.
Oh god, you guys are trying to kill me here. I'm not feeling that energetic today, just trying to whip up something fairly simple that will work for this It would be a lot of work to set up 90 copy nations so that is not happening right now. Unfortunately that means only 3 players (4 if I let someone play as lanka). Unless someone has a quick and easy way of doing this.

I can certainly make use of that sprite though burnsaber.
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  #20  
Old January 25th, 2010, 06:52 PM
Squirrelloid Squirrelloid is offline
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Default Re: Markata Madness, all age game

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Originally Posted by pyg View Post
Quote:
Originally Posted by Gandalf Parker View Post
In an all monkey game using the nations in the game it would be full.
But if you are going to mod a dupd-nation then we can have up to.. 90(?) players.
Unfortunately we quickly run into the spell slot limit with even just ~12 copies of Kailasa. Making a simple duplicated mod nation with 1 or less national spells would allow 90 players.
copyspell is your friend.

I could probably hammer something out if i understood how the limits on national spells worked better.

Last edited by Squirrelloid; January 25th, 2010 at 07:11 PM..
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