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Re: Colonial Conquest - MA - (Running)
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Re: Colonial Conquest - MA - (Running)
Well, my goal was to not be defeated first, so I tried to expand early and fighting Jotuns (semi-successful at first), but then the mighty Ice Devil (if I recall correctly) smashed my whole army and locked me in my second fort. Then I turtled there and gave up. By the way, thanks for a good game!
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Re: Colonial Conquest - MA - (Running)
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Re: Colonial Conquest - MA - (Running)
I could use another 24 hours for this turn, please.
Thanks! |
Re: Colonial Conquest - MA - (Running)
Well it seems the extension will be more useful for Bgifu than Mockin
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Re: Colonial Conquest - MA - (Running)
Actually, could we just lengthen the default turn time? I think we're getting to the stage in the game where turns can take a lot of time, and it would be good for people to operate under less pressure.
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Re: Colonial Conquest - MA - (Running)
I think everybody will agree with that so i switched to 48h
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Re: Colonial Conquest - MA - (Running)
Sorry, I'm dealing with a sick pet right now and scripting communions is a real time sink.
Can I get a 24-hour extension, please? Thanks! |
Re: Colonial Conquest - MA - (Running)
Dojango:
Any comments or post-game wrap up? |
Re: Colonial Conquest - MA - (Running)
@mockin: Nice victory again, i wasn't expecting a fire storm despite i knew you had lot of fire mages in here. However i'm quite surprised your mages didn't burn either. i tried this spell with abysia and even if my troops were fireproof they were burning like others... Is it because you have reached the 150 fire resis that you mage didn't burn ?
i'm quite confused with this spell. |
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