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-   -   MP: Lapis MA CBM Running 6/16 Players left (http://forum.shrapnelgames.com/showthread.php?t=42502)

viccio March 6th, 2009 11:43 AM

Re: Lapis MA CBM Game Recruiting (5 / 15+)
 
Hi,i would like to play with Ermor

Viccio

Jazzepi March 7th, 2009 01:01 AM

Re: Lapis MA CBM Game Recruiting (5 / 15+)
 
Quote:

Originally Posted by llamabeast (Post 678431)
Jazzepi - I'm shortly to release a new version of Tomb Kings, on Sunday probably. The most important changes will be that the Tomb Kings will gain E1, so will often get E2, and will cost probably 500. The Asp Archers' poison will become MR (the arrows turn into phantasmal asps), and Immortals may go up to 3 death gems. Thought you might like to know for pretender design.

Edit: Oh yeah, also the national holy spells will stick much better so they're more worth casting (they're meant to be crucial), and the nation will have better initial gem income, with more earth and fire gems. Sacreds will be slightly more expensive. They're meant to be important, but it'd be good if it also made sense to recruit the non-sacred troops.

Have you thought about improving the summon allies ability? It seems pretty useless. The troops have less protection than ermor's freespawn, and you're trading a turn of upkeep + research for one single soldier.

Also, "The Undying" spell says that it regens your skeletons, but I don't see any regen buff on the ones that have the fire resistance buff.

Jazzepi

vfb March 7th, 2009 01:42 AM

Re: Lapis MA CBM Game Recruiting (7 / 15+)
 
R'lyeh please, and I'd prefer the Alexander map.

Jazzepi March 7th, 2009 02:28 AM

Re: Lapis MA CBM Game Recruiting (5 / 15+)
 
Quote:

Originally Posted by llamabeast (Post 678431)
Jazzepi - I'm shortly to release a new version of Tomb Kings, on Sunday probably. The most important changes will be that the Tomb Kings will gain E1, so will often get E2, and will cost probably 500. The Asp Archers' poison will become MR (the arrows turn into phantasmal asps), and Immortals may go up to 3 death gems. Thought you might like to know for pretender design.

Edit: Oh yeah, also the national holy spells will stick much better so they're more worth casting (they're meant to be crucial), and the nation will have better initial gem income, with more earth and fire gems. Sacreds will be slightly more expensive. They're meant to be important, but it'd be good if it also made sense to recruit the non-sacred troops.

One last comment. I really think the immortal summon spell should make 2-3 of them. It's really, really annoying to have to sit there and summon them one by one. If that is suppose to be a downside, alright, I just find it irritating ;) I'd rather have the spell be slightly more expensive in gems, then in mage time.

Also, I got the regen to work. Ergh, I thought it was a battlefield wide spell.

Jazzepi

Jarkko March 7th, 2009 02:58 AM

Re: Lapis MA CBM Game Recruiting (5 / 15+)
 
Quote:

Originally Posted by Jazzepi (Post 678574)
One last comment. I really think the immortal summon spell should make 2-3 of them.

I have zero experience with this mod nation, but which other immortal summoning spell in the game summons more than one at a time? I would believe that if immortals could be summoned in masses (and somebody somewhere will have the gems for that) the game map would be *fast* swamped by immortal beings...

Ossa March 7th, 2009 03:54 AM

Re: Lapis MA CBM Game Recruiting (7 / 15+)
 
I'd like to go with Marignon

virtual March 7th, 2009 05:19 AM

Re: Lapis MA CBM Game Recruiting (7 / 15+)
 
I'll try Pangaea.

I'm voting for Alexander.

Jazzepi March 7th, 2009 02:17 PM

Re: Lapis MA CBM Game Recruiting (5 / 15+)
 
Quote:

Originally Posted by Jarkko (Post 678575)
Quote:

Originally Posted by Jazzepi (Post 678574)
One last comment. I really think the immortal summon spell should make 2-3 of them.

I have zero experience with this mod nation, but which other immortal summoning spell in the game summons more than one at a time? I would believe that if immortals could be summoned in masses (and somebody somewhere will have the gems for that) the game map would be *fast* swamped by immortal beings...

These immortal units have to be summoned by what will be 500 gold piece mages :|

Jazzepi

rdonj March 7th, 2009 03:20 PM

Re: Lapis MA CBM Game Recruiting (10 / 15+)
 
I think you will find that llama is reluctant to increase the production rate of immortals after he had to kill 100 of them repeatedly in a game he played against me :D In all honesty though building up so many is just overkill.

Jarkko March 7th, 2009 03:52 PM

Re: Lapis MA CBM Game Recruiting (5 / 15+)
 
Quote:

Originally Posted by Jazzepi (Post 678670)
These immortal units have to be summoned by what will be 500 gold piece mages :|

While that didn't answer my question (nice dodging there ;) ), I find it interesting that 500 gold can be seen as a major problem. How many such 500 gold mages would you have at around turn 40? 5, 15, 25? The problem with immortals is that they are sort of un-killable, so they tend to stick around and increase in number no matter how many you get "killed" a turn...


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