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Author Topic: Endwar Mod - Beginning Stage  (Read 1213 times)

adwarf

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Endwar Mod - Beginning Stage
« on: February 20, 2011, 03:14:56 pm »

My last mod failed because the file got messed up and I do not want to remake it plus the moving parts and vehicles soon to be introduced got me wanting to make this.

To Do List -
Add modern guns and ammo.
Make the Euros elves
Make America humans
Make the dwarves to Russians
Add Vehicles ( If possible when The Toady One releases vehicles )

Any suggestions ?
« Last Edit: February 20, 2011, 03:39:10 pm by adwarf »
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adwarf

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Re: Endwar Mod - Beginning Stage
« Reply #1 on: February 20, 2011, 03:31:48 pm »

All creatures from Df will stay in
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forsaken1111

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Re: Endwar Mod - Beginning Stage
« Reply #2 on: February 20, 2011, 03:34:18 pm »

Wouldn't it make more sense with Russians as dwarves?
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adwarf

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Re: Endwar Mod - Beginning Stage
« Reply #3 on: February 20, 2011, 03:36:40 pm »

Why would it make more sense that way ?
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Max White

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Re: Endwar Mod - Beginning Stage
« Reply #4 on: February 20, 2011, 03:37:57 pm »

Wouldn't it make a lot more sence if the communist alcoholic russian dwarfs (Steriotypes FTW!!!) were up against the capitalist ambitiouse american humans?

EDIT: Also, German elves (The true rivals!!) and Australian kobalds (Darn convicts, snatch anything not nailed down!)

forsaken1111

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Re: Endwar Mod - Beginning Stage
« Reply #5 on: February 20, 2011, 03:38:22 pm »

Why would it make more sense that way ?
Oh I don't know, because stereotypical Russians drink heavily and have magnificent beards? :P

Also:

Would it make a lot more sence if the communist alcoholic  russian dwarfs (Steriotypes FTW!!!) were up against the capitalist ambitiouse american humans?
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adwarf

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Re: Endwar Mod - Beginning Stage
« Reply #6 on: February 20, 2011, 03:38:47 pm »

Ok let me fix that.
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