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  #31  
Old August 30th, 2009, 11:00 PM

rdonj rdonj is offline
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Default Re: Overlords - Experimental game. Concept thread

The unrest thing has been scrapped. So has the game master mod. Also, various updates.

Last edited by rdonj; August 30th, 2009 at 11:16 PM..
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  #32  
Old August 30th, 2009, 11:53 PM

TheDemon TheDemon is offline
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Default Re: Overlords - Experimental game. Concept thread

Change "normal nations" to "normal nations or independents" in the overlords section and that should pretty much cover it. We did wonder a bit in IRC about if we should keep the gatestones. Even if the overlords can't attack caps, it might be a bit too much to have them take all the provs next door to a normal cap using the pretender rule and their gate stone early on. But maybe not.
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  #33  
Old August 31st, 2009, 02:59 AM
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Lingchih Lingchih is offline
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Default Re: Overlords - Experimental game. Concept thread

I think the gatestones add the flavor to the game. I would not scrap them.
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  #34  
Old August 31st, 2009, 06:31 AM
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Default Re: Overlords - Experimental game. Concept thread

How about national globals, like Carrion Woods. They are banned too for non-overlords? What about spells like Wild Hunt?
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  #35  
Old August 31st, 2009, 09:08 AM

rdonj rdonj is offline
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Default Re: Overlords - Experimental game. Concept thread

All globals are overlord only. Honestly I doubt a normal nation would have much luck trying to cast a global anyway with the extreme lack of gems.

I think the gatestones add flavor to the game also, and I'm not inclined to scrap them.
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  #36  
Old September 1st, 2009, 04:14 AM
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Default Re: Overlords - Experimental game. Concept thread

I will play an overlord, if needed. Rdonj's inclusion of me seems a bit inconclusive.
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