RISE OF NATIONS CONGREGATION I - [6/21/2015]

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the 4th disciple
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Post by him February 25th 2016, 12:38 pm

Whats the earliest do you guys think we can start
The earlier the better due to potential lengths of the game
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Post by toby February 25th 2016, 12:43 pm

got some stuff to do on sat so i think sometime after 2 - 3pm would be good
dunno on fri
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Post by george lucas February 25th 2016, 1:15 pm

i can start anytime after 1pm or so saturday
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Post by him February 25th 2016, 2:57 pm

spinnythings wrote:i can start anytime after 1pm or so saturday
well youre good since we'll just be waiting on dogman

what about you oaky, always busy as fuck
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Post by toby February 26th 2016, 3:51 pm

when
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Post by him February 26th 2016, 3:58 pm

samoyed wrote:when
whenever
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Post by Total "Chad" February 29th 2016, 7:39 pm

RISE OF NATIONS CONGREGATION I - [6/21/2015] - Page 14 F96F66B91BD6EFEE7FF2CB3EB40CE50E76F2205B
recent game with turks on moderate
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Post by him March 1st 2016, 10:45 am

It kinda-sorta is but thats oversimplifying which is retarded

RISE OF NATIONS CONGREGATION I - [6/21/2015] - Page 14 ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:576&composite-to=*,*|1024:576&background-color=black
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Post by him March 1st 2016, 10:48 am

What should i add to the mod
Has to be reasonable because its actually pretty limited in what i can do
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Post by the 4th disciple March 1st 2016, 11:15 am

that game when i nuked the confederates and epoch betrayed flade was pretty good
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Post by george lucas March 1st 2016, 11:50 am

the only exciting parts are when tanks surround large buildings
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Post by him March 1st 2016, 11:57 am

frito bandito wrote:that game when i nuked the confederates and epoch betrayed flade was pretty good
RISE OF NATIONS CONGREGATION I - [6/21/2015] - Page 14 ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:576&composite-to=*,*|1024:576&background-color=black
RISE OF NATIONS CONGREGATION I - [6/21/2015] - Page 14 ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:576&composite-to=*,*|1024:576&background-color=blackRISE OF NATIONS CONGREGATION I - [6/21/2015] - Page 14 ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:576&composite-to=*,*|1024:576&background-color=black
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Post by the 4th disciple March 1st 2016, 12:02 pm

THE SIEGE OF SIZE 6 PAMPERS
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Post by him March 1st 2016, 12:18 pm

It was like stalingrad for the purple chinese except the germans were successful
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Post by Total "Chad" March 1st 2016, 1:49 pm

i would have alot more tanks in the screenshot but i didn't have the mod on
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Post by him March 1st 2016, 2:56 pm

i like how oaky was like "i might make the population limit go down cuz no one will even get close to 650 units"
he's never seen my spam
look at that
603/650
if the situation was more dire it'd probably be 650
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Post by Total "Chad" March 1st 2016, 3:32 pm

is oaky autistic?
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Post by Total "Chad" March 1st 2016, 3:33 pm

does destroying wonders like the colossus kill units because of the population limit decrease?
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Post by him March 1st 2016, 4:05 pm

Shalashaska wrote:does destroying wonders like the colossus kill units because of the population limit decrease?
no it doesnt
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Post by salty March 1st 2016, 4:41 pm

My plan was actually to shift the balance of large units to the earlier ages so you would have a max of like 600 in the information age but a max of 350 one age earlier, etc

I decided to not do that
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Post by salty March 1st 2016, 5:15 pm

I'm considering some new buildings and units/working on ones I haven't done yet including the following ideas:

Claw of Archimedes
Classical
8000 timber, 4000 metal
Melee (maybe more) range, does huge amounts of damage to ships by the shore

Mine (i have no idea how to make this but i want to)
Industrial Age
200 damage
Destroys itself after use

Blast Mine (upgrades from Mine)
Modern Age
230 damage
Destroys itself after use

Shaped Charge Mine (upgrades from Blast Mine)
Information Age
275 damage
Destroys itself after use

Naval Artillery
Industrial (Upgrades to Coastal Battery)
40000 timber, 50000 metal
Huge range, blows the fuck out of ships but has a long reload time

Orbital Defense Center
Unlocked by Global Prosperity
2500 knowledge, 30000 metal (2500 metal per shot)
Infinite range, does huge amounts of damage (launches projectiles like missile silo), small radius of effect but damages target

Future Force Marines
Unlocked by Global Prosperity
5 armor
32 attack
260 hitpoints
0-18 range

Joint Strike Fighter (replaces Advanced Fighter which blows)
Unlocked by Global Prosperity
70 attack
180 hitpoints
2-20 range (muh sensor fusion)
24 LOS
3 splash

Stealth Bomber (same unit but with the following changes)
70 attack

Robot Support (replaces supply wagon)
Unlocked by Artificial Intelligence
More health, armor, speed, and range than the normal supply wagon
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Post by salty March 1st 2016, 5:16 pm

In general Global Prosperity needs a huge buff and I also need to come up with a realistic counter to tank rushes aside from massed heavy infantry
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