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Re: Peccary - EA game for new/newish players
Abysians advance!
The latest news from the west! Armies of burning troops capture territory from Pangea. At last the warriors of flame are on the move again! the bastard son of Rhaux, mightiest on the face of this world, is envious of Gazebo. He barely has the patience to push his soldiers in front of him, but he will have his thirst for battle sated soon enough. The disappointment of winning the tournament without a fight weighs heavily on his shoulders. |
Re: Peccary - EA game for new/newish players
Cowards and bullies all. Your ploy is imminently transparent. Prepare for mockery and ridicule when your lands and womenfolk are ours, your armies dust.
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Re: Peccary - EA game for new/newish players
Regarding Battlefield Enchantments + Retreat...
I've since found a few MP games that list this as an exploit (usually to do with high level spells such as Mists of Deception) but for simplicity they basically have house rules that mages need to wait 5 or 6 turns before retreating after casting a BE spell. In another game it stated that you can't retreat at all if you cast a BE spell. I'm more than happy to go along with this and have re-scripted my astral mage accordingly. Is this something we can agree to at this point in the game? |
Re: Peccary - EA game for new/newish players
Up to Llamabeast, it being his game. I am happy to abide by whatever standard he sets.
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Poetic Justice
The harpies fly to the clarion call of battle, and perish. The strong centaurs launch themselves with inhuman speed at the invader, and perish. The dirty, naked women of Pangaea rush toward the beautifully hideous godling known as Gazebo... and perish. The wild halfmen of the forests scream in rage, hooves flying over grass and scree, assaulting the shining, slaying thing in their path... and perish. Horrified, the Pangaean commanders abandon their troops and run. But Gazebo FLIES.
Two of the three elite assassins sent by Abysia are easily slain. The third is able to eliminate a minor independent commander, even as deadly magics are prepared for their Burning Ones, who balk at entering Sauromatian lands, and rightly so. A small, highly motivated force of lizard legionnaires attempts to retake a hilly province due west of their last fort. They die to the lances and arrows of the defenders there. Obviously, it was extremely unwise of the Limp Three to invade Sauromatia. They have only themselves to blame after numerous chances and warnings to repent. The proud land of the Witch Kings now stands completely prepared for combat, and is readying an assault on Abysian territory. If the Abysians instead decide to send Gazebo 500 gold and 20 gems in tribute, we will allow them to attempt to fight our friends the magical and fae people of Tir na n'Og without undue interference, once Tir finishes mopping up the last of the Arco resistance. VICTORY AND GLORY! |
Re: Poetic Justice
I think it would be best to avoid scripting mages to case battlefield enchantments followed by retreating, being as it does seem like something of an exploit. I'm hoping this issue will be fixed soonish, as it's very easy to do by accident.
Incidentally I don't think Light of the Northern Star counts as a battlefield enchantment does it? I'm fairly sure it doesn't. BEs are the things which put pentagram symbols in the top corner of the screen - things like rain, darkness etc.. Casting LotNS and retreating is absolutely fine. |
Re: Poetic Justice
Light of the Northern Star is a BE that puts a pentagram with its effects on the top of the screen.
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Re: Poetic Justice
Ah okay, I stand corrected.
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Re: Poetic Justice
Woohoo I just won Dominions!!!!1!!1one!eleven
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Mighty Abysians cross the southern border and advance unchallenged into Sauromatia. We expect the flesheaters to have some surprises up their sleaves so we show up in force.
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