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-   -   Concepts of Creation: Ironhawk Suddenly Wins! (http://forum.shrapnelgames.com/showthread.php?t=32051)

calmon January 13th, 2007 08:30 PM

Re: Destruction of Bogus
 
The war between Ermor and Mictlan is on a late stage. After heavy losses on both sites and many battles with different winners our armies are in advance and the lands around the ermorian capital is surrounded by mictlan troops. We still have to plan every move very carefully. Our scouts reported strong heavy enemy troops in every remaining province and there are rumors of sighted wights and more evil undead. Taking out ermor is a hard and bloody task...

The Ermorian assault many month ago was a slap in the face and completly stop our rush in the south against abysia. We'd to move back all our armies.
Our weakness there was utilized by pangaea quite effective. Heavy blessed centaurs flanked by uncountable squadrons of harpies move trough our lands, directly to the abysia capital which was newly sieged by a big r'leyh land expedition army.
After a short hard battle most of the r'leyh army was dead or panicly escaped back in the water, 1 month later the abysian capital was under control of the woodmen from pangaea just as well the former machaka capital.

Morkilus January 15th, 2007 06:22 PM

Re: Destruction of Bogus
 
I've had fun with this game despite being defeated before even the imprisoned pretenders have shown up http://forum.shrapnelgames.com/image...ies/tongue.gif

I've got alot to learn about Dominions 3 and the new CB mod apparently... I'm wondering how the heck I'm supposed to expand with normal troops with the extremely crappy indie commanders. It seems if you don't build a second castle pretty quickly, you're done for.

quantum_mechani January 15th, 2007 07:06 PM

Re: Destruction of Bogus
 
The indie leader nerf is actually changed in the most recent version.

Sir_Dr_D January 15th, 2007 09:43 PM

Re: Destruction of Bogus
 
One of the things I liked best about the mod was the Indie commander nerf. It makes your commanders now as valuable as mages, and makes it a challenage to move your troops around (somehting you have to plan out ahead of time.) Otherwise everyone will just use there castles to build mages, and use Indie commanders, which is boring. It is much more fun to lead troops with national commanders. Indie commanders would then be used for things like, castle building, scouting, suicide runs, fever fetish, and you can attach knights to a mounted commander if you want to delay hold and attack for more then two rounds. You can also put a whip of command on then and have them patrol. This nerf also vastly increases the use of items such as whip of command. The nerf increases the variety and amount of strategies that are usable. I was disappointed that nerf was removed.

Ironhawk January 15th, 2007 11:10 PM

Commanders
 
Its a tough call. On the one hand, I understand the premise of the nerf - to make national commanders more valuable. But on the other hand there is really *nothing* that is more valuable than a mage. There's just no way to get around that.

Good point about the command items, Darrel - I hadn't thought of that!

Micah January 16th, 2007 12:26 AM

Re: Commanders
 
The nation of Shinuyama will not stand for the unwarranted and unprovoked aggression from the nation of Tien Chi. The enemy has attacked our fair and honorable nation without cause. Their attacking force was driven back by the might of our powerful mages, the bravery of the local defense force, and a team of elite warriors that had arrived from the capital to defend the border. Casualties among our brave forces were restricted mainly to the local garrison, which never wants for fresh volunteers, while the attacking force was routed from the field with heavy casualties. The fates are surely on our side in the struggle, and we shall triumph, much as we triumphed against the aggression of the nation of Marignon.

-Shinuyama

quantum_mechani January 16th, 2007 01:00 AM

Re: Destruction of Bogus
 
Quote:

Darrel said:
One of the things I liked best about the mod was the Indie commander nerf. It makes your commanders now as valuable as mages, and makes it a challenage to move your troops around (somehting you have to plan out ahead of time.) Otherwise everyone will just use there castles to build mages, and use Indie commanders, which is boring. It is much more fun to lead troops with national commanders. Indie commanders would then be used for things like, castle building, scouting, suicide runs, fever fetish, and you can attach knights to a mounted commander if you want to delay hold and attack for more then two rounds. You can also put a whip of command on then and have them patrol. This nerf also vastly increases the use of items such as whip of command. The nerf increases the variety and amount of strategies that are usable. I was disappointed that nerf was removed.

I liked a lot of aspects of it too, but it was not really removed, just toned down. The way it's set up in the current CB version, national commanders are still a 3-5 times better deal as far as direct gold cost for leadership. So hopefully it's a good balance between providing more options, and removing all the micro management created by powergamers trying to use piles of 10 leadership indies.

Ironhawk January 17th, 2007 10:54 PM

Pangean Centaurs on the loose
 
Ughhh!! I feel for anyone neighboring Pangaea. Double-blessed centaurs was bad enough but now with Gift of Health? Ugh!

Morkilus January 18th, 2007 01:25 PM

Re: Pangean Centaurs on the loose
 
Nice job, Calmon, sending your winged monkeys on my only good commander of the army RAMPAGING through your newly-conquered territory. I hope he finds a bucket of water.

calmon January 18th, 2007 04:51 PM

Re: Pangean Centaurs on the loose
 
Maybe we should hire some monkeys for our armies. They do a much better job than parts of them. We just got a report from our northern front where some of our regular infantry filled with very light armed volunteers are crossed the red river early on the day and returned beaten on the afternoon.


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