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  #31  
Old May 26th, 2012, 03:42 AM

KeithZ KeithZ is offline
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Default Re: Faded Magic - No diplo, CBM 1.92, limited magic - Design pretenders

Just a quick question, I think we still have the unique artifacts though magic is limited to 6, right?

I'm ok with both the maps (I don't have much MP experience, never played either of them), you can just decide.

Last edited by KeithZ; May 26th, 2012 at 03:54 AM..
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  #32  
Old May 26th, 2012, 03:57 AM

Valerius Valerius is offline
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Default Re: Faded Magic - No diplo, CBM 1.92, limited magic - Design pretenders

No, unique artifacts have been removed. I accidentally forgot to remove gem gens from the first version of the mod but they are now gone. Maybe next time I'll include some of the lower power items just for fun - but definitely not the most powerful items like the gate stone.

I'm glad you brought that up, though, since you may not have been the only one planning on forging unique items.

I'm also fine with both maps. If it seems like there's no preference for one over the other I'll just pick one.
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  #33  
Old May 26th, 2012, 05:40 AM
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Ragnarok-X Ragnarok-X is offline
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Default Re: Faded Magic - No diplo, CBM 1.92, limited magic - Design pretenders

Im fine with either map, anyway. Though the first one with fixed, preset positions seems better in general to me.
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  #34  
Old May 26th, 2012, 08:14 AM
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Default Re: Faded Magic - No diplo, CBM 1.92, limited magic - Design pretenders

Both maps look good to me. No preference.
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  #35  
Old May 26th, 2012, 05:11 PM

Valerius Valerius is offline
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Default Re: Faded Magic - No diplo, CBM 1.92, limited magic - Design pretenders

Ok, I think I'll go with Ethereal Squirrels. The start locations are almost certainly better than what the AI would assign. The only risk is that it doesn't specify that all the start locations are land. So if one of the starts was a water start then the game would have to assign an additional land start location. Which probably still leaves us better off than we would be with the AI assigning all start locations. Also, further up on the map list is another version of the map that specifies 7 land starts so I'm hoping this is an updated version of that map that just fixes some province connections.
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  #36  
Old May 26th, 2012, 07:45 PM

tratorix tratorix is offline
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Default Re: Faded Magic - No diplo, CBM 1.92, limited magic - Design pretenders

I'm switching to Arco since I remembered how much I hate MA Tien Chi.
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  #37  
Old May 27th, 2012, 12:07 AM

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Default Re: Faded Magic - No diplo, CBM 1.92, limited magic - Design pretenders

Well, that's a pretty good reason not to play them. Nation list updated.

I've now got the correct map selected and set the game to start when all pretenders are in.

Still trying things out myself - first time playing Caelum and some of the pretenders they have available I've never checked out before.
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  #38  
Old May 29th, 2012, 03:00 PM

Valerius Valerius is offline
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Default Re: Faded Magic - No diplo, CBM 1.92, limited magic - Design pretenders

Thanks to everyone who already sent in their pretenders. It was a holiday weekend in the US and I didn't spend much time on Dominions the past few days but I'll have my pretender in soon. How about we try to have all pretenders in by tomorrow so we can get things started?
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  #39  
Old June 1st, 2012, 04:56 AM
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Default Re: Faded Magic - No diplo, CBM 1.92, limited magic - Design pretenders

How can the first turn take 2 days ?
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  #40  
Old June 7th, 2012, 09:44 AM
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Default Re: Faded Magic - No diplo, CBM 1.92, limited magic - Design pretenders

Beginning Friday morning (12 hours from now) will be on a weekend vacation and will return sunday evening.
A such, i would ask to put the game on manual turn resolve until im back.
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