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August 30th, 2009, 11:00 PM
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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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August 30th, 2009, 11:53 PM
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Sergeant
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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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August 31st, 2009, 02:59 AM
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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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August 31st, 2009, 06:31 AM
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Captain
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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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August 31st, 2009, 09:08 AM
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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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September 1st, 2009, 04:14 AM
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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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Be forewarned, anything I post is probably either 1) Sophomoric humor, 2) Satire, 3) A gross exaggeration of the power I currently possess, 4) An outright lie, or 5) Drunken ramblings.
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