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Re: Remove Guards from Tek and Nature

Posted: Mon Jun 29, 2009 9:57 am
by Biggy
Gms gave us the cities becuase we wasraidung pretty much every city and most of the time winning good times

Re: Remove Guards from Tek and Nature

Posted: Tue Jun 30, 2009 6:34 pm
by Blexatlorp
hah "we"

Re: Remove Guards from Tek and Nature

Posted: Wed Jul 01, 2009 2:49 pm
by Uzriel Raven
Teehee, imagine if Tekstone could take a town(Sexeh guards). Maybe the town takeover duration should be changed to something realistic, like 2 or 3 real-life days. We DON'T have the population for 14 days, or even a week. That long a duration is retarded anyway. Who the hell cares that much about pangaea or any other game to devote constant attention to it for a week? Not I.

Re: Remove Guards from Tek and Nature

Posted: Wed Jul 01, 2009 2:58 pm
by Kent Strider
Town take over is now impossible, not sure why they still have it in the rules. Moonglow was GIVEN back to Law without any real fight. They cleared the guards once (extremely easy task) and it was given to them. Alteran clearly said "Felluca is Law's territory".

Re: Remove Guards from Tek and Nature

Posted: Wed Jul 01, 2009 5:28 pm
by Biggy
Yeh we as in imperial.

And yeh gms say that Pangaea is diverse but they seem to always return to the old because of cbaness (scripting, Britain "insta kill rite") or I want it this wayness!

Who cares anyway when imp took Brit over and was getting Insta killed and drylooted and was basically told they wasn't going to script changes of guards and law tome because they going to have it back anyway we just thought forget it not worth our pressious gears. :P