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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
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As far as spells to aid sieges, Crumble would work in a normal game but that is a higher level spell that was modded out for this game. So aside from massing troops like you're doing, the best bet is siege bonus magic items or something like the draconians you summoned. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
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Next you will see hordes of slingers rush in. Just saw that I can recruit them for resource 2, so with my huge income I can really mass them, to counter your meanads. The cheap guys will decide the siege. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Could we postpone hosting for 24 hours? I am a bit on the way tomorrow and don't know if I have the time to finish a turn.
And shouldn't we be on a 72h schedule anyway? |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
You're quite right. We've been moving at such a good pace I forgot to change it. Hosting interval is now 72 hours (which also extended the current turn by 24 hours).
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
I'm making the transition from college to university this month, and my schedule isn't nearly as open as it was. I'll probably be sending in turns much closer to the deadline than before, but I'll make sure not to miss any.
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
I just realized I forgot to change the hosting interval to 72 hours when we hit turn 40. I've now made that change so that should help.
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Wow, Eriu is fielding a really dangerous looking army.
Nice battle in Griphons Spire, so we have to take them into account after all. Pan has taken to poisoning civilians (Man and Pangaean alike) instead of fighting it out. But this cowardly tactics will not bring them victory. We will hunt down those poison spreaders and come for the leaders behind those deeds afterwards. Now I have some questions to game mechanics: 1. Flying units should not be able to enter water at all. How could Pan take a waterprovince with a Harpy? 2. What happens to a mercenary with twiceborn after he dies (e.g. from disease)? 3. What happens with mercenary troops if the leader dies from disease? 4. What happens with mercenary troops if the leader teleports away? |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
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It's funny that you had that illness causing site earlier in the game and suspected bane venom charms as that was one of the strategies I came up with when I switched from Eriu to Pan. Unfortunately, it doesn't work as well when I try to sneak them into your territories since patrollers discover them but I'm hoping it makes besieging my forts even more of a painful process. :p Quote:
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I assume the same thing happens if the merc leader dies while he is still under contract. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
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Btw. is there a way to get full control of a merc? I am quite sure I had a game in SP where a merc commander was suddenly a member of my own forces. but I don't know if that was some intended effect, or a bug. |
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