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The doom horrow on the other hand, suffers from a relative lack of item slots, and is still vulnerable to elemental damage. They definetly are superior raiders to undefended provinces in my opinion, since its a rare map that they can't traverse in one turn. [ April 09, 2004, 00:57: Message edited by: Graeme Dice ] |
Re: The next patch
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Which isn't possible if the graphs are turned off, and as I attempted to point out, there's many reasons why the graphs would be turned off in a MP game. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Actually, your point seems to be that graphs are too accurate, and it was responded such way. As for turning off graphs in MP game there are lots of reasons not to turn them off so it comes down to personal preference. The thing is graphs are only one (and easiest) way to discover if someone is turtling in a game. Other method would be using scouts or diplomacy (finding out info from another player) to name a few. BTW. has ANYONE pulled that tactic off in MP game? As for the Wish - it's level 9-alteration spell and by the time you research it and get enough gem income to cast it, it will be late game. If you fear someone might pull it off, just increase research cost and make SURE it will be cast in (very) late game. |
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BTW, whoever posted that a nature-1 water-1 clam would be beyond the reach of any national mage without a lucky random pick was wrong: he reckoned without the Marshmaster (Miasma C'tis) and the Master of Five Elements (Spring&Autumn T'ien Ch'i). Both have fixed water and nature magic. So those two nations would become the new favored clam hoarders - but hey, at least they can be easily attacked, having most of their powerbase on land. (Of course, jade priestesses would also be able to forge clams, and any nation with water *or* nature and random picks would be a potential clam hoarder - so add Pangaea, Man, and IIRC Machaka to the list.)
Even before clam hoarding was introduced, I'd already decided not to play any MP game with the graphs off. So that doesn't affect me. I still wouldn't mind seeing the clam raised to Water-3 though, if it really is a problem. It already takes 20 clam-turns to pay for a clam; raising it to 40 would pretty much eliminate clams as anything other than a slow form of alchemy for "excess" water gems. (I don't see how your water gems can be excess unless your *only* opponents are Caelum and Jotunheim and you're playing on a map with no seas, and even then you can probably find some use.) |
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">A Vampire Queen that's rainbow 5 is also an incredibly enormous investment. Empower up to Astral 6, lend 3 astral boosters (could rely on items more if you don't mind horror-marking), that's somewhere around 350 extra astral above the initial 100-astral VQ wish. Wish for power, that's +100. Wish for magic power x 5, that's plus +500. Now you're at 1050 astral. Then throw in the cost of the gear too. You could get 10 doom horrors for that price, for instance, which gives you a lot more strategic flexibility (raid 10 back-end provinces in a turn, for instance; oh, can also fly all-weather IIRC) and won't all die to a single unlucky die roll or get auto-paralyzed by Petrify or fall to a lucky hit from a Golem with a gate cleaver or what-have-you. Quote:
[ April 09, 2004, 01:51: Message edited by: Taqwus ] |
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PvK |
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