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  #91  
Old November 7th, 2007, 09:09 PM

Xietor Xietor is offline
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Default Re: Epic Heroes Mod II-version 1.5(sign up!)

6 more pretenders need to be sent in. My deadline of tomorrow is a "soft" one. If people need more time, let me know.

I certainly want everyone happy with their set up on scales/pretender. Once the game does begin, we will be on 48 hour host. For the 1st 10 turns or so-holidays excluded-i will
be loathe to delay host.

During Thanksgiving, Xmas, and New Years, delays will be liberally granted.

But I would like to at least start the game by Sunday. So make the efort to get in your pretenders. If you are having technical issues-pm me or post.
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  #92  
Old November 8th, 2007, 11:25 AM

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Default Re: Epic Heroes Mod II-version 1.5(sign up!)

The time to switch races will close in 4 hours.

Being the fickle natured person that I am, I have decided to give the Elephants a spin. in my last 3 big MP games I played MA Pangaea, MA Shinuyama, and MA Ctis. Since it has been awhile since I played using elephants/astral magic, I will give Elephants a whirl.

I will see about getting a pretender in this evening.
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  #93  
Old November 8th, 2007, 03:20 PM

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Default Re: Epic Heroes Mod II-version 1.5(sign up!)

Ok races are locked.

I will try and coordinate everything with Lllamabeast, and hope to get the game started on Sunday. If there is a race with no pretender by Sunday, we will start with however many races have sent their pretenders in.

Good luck all!

You can resend in a new pretender to llamaserver and it will take the newest one sent. So you have until Sunday Morning(-6 GMT) to send in your pretender or change your pretender choice.
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  #94  
Old November 8th, 2007, 05:20 PM

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Default Re: Epic Heroes Mod II-version 1.5(sign up!)

For such an epic game like this we might want to consider using a cool map from the mod forum. Perhaps that warhammer map, modified so we get a few extra water provinces.
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  #95  
Old November 8th, 2007, 05:32 PM

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Default Re: Epic Heroes Mod II-version 1.5(sign up!)

Dr. P put in some time making the map he made. But feel free to post any 300 province map that you want to use. But we will stick with the present map unless an exceptional map is found.

And Dr. P will have to sign off on it as he has spent time making his map. There seems to be a good bit of water for 3 races to split. Though they likely will have to fight it out for sea supremacy.
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  #96  
Old November 8th, 2007, 05:51 PM
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Default Re: Epic Heroes Mod II-version 1.5(sign up!)

I'm perfectly happy to use a hand drawn map if someone wants to suggest one - I should make sure that we can fit 18 start locations with sufficient arm room, though - this is a non-trivial question depending on the connectivity of the map (if too high, everyone is too close together, if too low, none of the provinces have enough neighbors to make a decent start.)
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  #97  
Old November 8th, 2007, 06:09 PM

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Default Re: Epic Heroes Mod II-version 1.5(sign up!)

I'll have my pretender in by tomorrow or saturday.
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  #98  
Old November 8th, 2007, 10:07 PM

LoloMo LoloMo is offline
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Default Re: Epic Heroes Mod II-version 1.5(sign up!)

I'm in!
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  #99  
Old November 9th, 2007, 09:26 PM

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Default Re: Epic Heroes Mod II-version 1.5(sign up!)

The updated Map Files are posted at the end of the 1st post of the thread.

Only changes are all waste have been recoded to farm, and most unusual map symbols have been coded "many magic sites."

You do not need the updated map files to play in the game. But they are available for download if you want to view them.
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  #100  
Old November 10th, 2007, 01:36 AM

shard shard is offline
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Default Re: Epic Heroes Mod II-version 1.5(sign up!)

Would the Faerun map make a good mp map? I think that ones pretty cool too

Edit: Oh just had a look at the updated map, looks the same to me! Are the blue lines rivers? Do they actually have any tactical/strategic significance?
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