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  #81  
Old July 10th, 2009, 03:11 PM

viccio viccio is offline
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Default Re: Tourmaline - Mod Nations Game (last day of recruitment)

Quote:
Originally Posted by rdonj View Post
I'm not sure I feel inclined to include tarent in the game. They seem too undominionsy, with their automatons and guns, they seem out of place compared to the others. Tharoon I'm more inclined to bring in. So I will include them in the mod.
i don't understand if i'm in game or not
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  #82  
Old July 10th, 2009, 03:55 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (last day of recruitment)

You are. You get tharoon.
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  #83  
Old July 11th, 2009, 01:15 AM

Trumanator Trumanator is offline
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Default Re: Tourmaline - Mod Nations Game (bug hunting)

So are we going with pre-set starts or not? IMHO it is going to be very necessary, since when I started up a game with all the nations I got several that had only 2-3 neighbors, and at least one instance of 2 nations sharing a neighbor.
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  #84  
Old July 11th, 2009, 07:38 AM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (bug hunting)

Yeah, I'm going to do pre-set starts. Bug hunting the mod yesterday took a lot of time and frankly I was just too tired to want to mess with the map at that point. But I will probably release a map later today. If not then early sunday.
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  #85  
Old July 11th, 2009, 11:22 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (bug hunting)

Okay, turns out I won't be able to get the map done tonight. Sorry about that. I will get that done as soon as I can tomorrow. I am looking at two potential maps. One with starts balanced geometrically and another taking geography more into account. If I do both of them I will submit both and have you guys decide which seems more fair. Or I will just do the one that is mostly planned out.
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  #86  
Old July 12th, 2009, 09:00 AM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (bug hunting)

Alright, the corrected version of the Tourmaline mod and the geometrically based map have been uploaded to the first post of the thread. I'll release the geographically-based one a little later today.
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  #87  
Old July 12th, 2009, 12:40 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (bug hunting)

Here's the geographic version of the map. I reached the upload limit for the first post so I have to put it here. Please state your map preferences, I hope to start the game sometime tonight.
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File Type: rar NI Shahrivar Geographic.rar (3.6 KB, 70 views)
File Type: zip NI Shahrivar Geographic.zip (4.6 KB, 70 views)
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  #88  
Old July 12th, 2009, 02:16 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (bug hunting)

Just realized I never gave out the .tga for the map. Sigh. Well, hopefully that hasn't been too much of a bother. Image attached to this post, again in .rar and .zip format.
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File Type: rar Shahrivar Som.rar (6.53 MB, 65 views)
File Type: zip Shahrivar Som.zip (8.61 MB, 72 views)
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  #89  
Old July 12th, 2009, 07:14 PM

Lavaere Lavaere is offline
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Default Re: Tourmaline - Mod Nations Game (bug hunting)

Started two tests, sadly they both show as the same name so not sure which is which. But I prefer the one that actually found a start
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  #90  
Old July 12th, 2009, 07:46 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (bug hunting)

Both of the maps work fine for me. Did you use random nation assignment? There are no water starts in either map, so if any water nation was chosen that would cause the game to crash.
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