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-   -   Mega Age II -Kingmaker(Started) (http://forum.shrapnelgames.com/showthread.php?t=38540)

Xietor May 1st, 2008 12:56 PM

Re: Mega Age II (Kingmaker) Sign Up!
 
MA Oceania, EA Oceania, EA Atlantis, and MA Atlantis have not been picked. The game WILL have 6 water nations. These races all admittedly are crap, especially since clams are 4w2n to make. And the water, while abundant, is not one big ocean.

Since I hate to assign someone to play a water race, whoever 1st messages me will be awarded one of these safe(crosses fingers behind back) races to play!

So what if your sacred troops are slow and have an encumbrance from hell? Who cares if your mages lose half their magic on dry land? Think of the challenge!

In the 1st Big Game I fought MA Oceania-and I will say this: At least their Sirens are annoying to land races. http://forum.shrapnelgames.com/image...es/biggrin.gif

EA Atlantis to Dedas!

IndyPendant May 1st, 2008 01:10 PM

Re: Mega Age II (Kingmaker) Sign Up!
 
Err...Xietor, are you talking about as first picks? Because I had EA Atlantis as my second pick. I hope, if you are awarding that nation flat-out to Dedas, you will bump all my other picks up by one if I don't get my main one... ; ) (So my #3 becomes #2, etc.)

Xietor May 1st, 2008 01:12 PM

Re: Mega Age II (Kingmaker) Sign Up!
 
I will. But you may get your 1st pick Indy. And many of these races are not on anyone's list. And many have said (no water nations). So I want to get them assigned.

FYI: 1 person has ma oceania as a 10th pick, no one has ea oceania at all, and 1 person has ma atlantis as a 7th pick.
That is my concern. Some races can be left out of the game, but not the water races. I think most players will get a race before their 7th and 10th picks. And many will get their 1st pick.

One water race will have a spot in the western body of water, 2 in the northern body of water, and 3 in the largest body of water.

Baalz May 1st, 2008 01:43 PM

Re: Mega Age II (Kingmaker) Sign Up!
 
Oh I don't care, I'll take anything you need to facilitate the game, though I'd prefer not MA Atlantis as I've just had them through 2 fairly big end games and I'm a bit burnt out there. I'll take either Oceana or EA Atlantis if you want...

IndyPendant May 1st, 2008 01:47 PM

Re: Mega Age II (Kingmaker) Sign Up!
 
Perfect thanks, Xietor. That's all I ask. ; )

I wish I hadn't lost my second pick--but as you say, I may get my first, and well, you're the one doing the work. If it helps you along, fair enough!

Xietor May 1st, 2008 05:50 PM

Re: Mega Age II (Kingmaker) Sign Up!
 
Baalz has claimed MA Oceania.

Hoplosternum May 1st, 2008 07:43 PM

Re: Mega Age II (Kingmaker) Sign Up!
 
Quote:

Xietor said:

FYI: 1 person has ma oceania as a 10th pick,


Phew, Baalz has taken it. I'm saved http://forum.shrapnelgames.com/images/smilies/smile.gif

Xietor May 1st, 2008 09:31 PM

Re: Mega Age II (Kingmaker) Sign Up!
 

Llamabeast
Drake49
Cor2
Moderation

Updated list players that need to select a race-May 7, is deadline.

Drake49 May 1st, 2008 09:38 PM

Re: Mega Age II (Kingmaker) Sign Up!
 
Quote:



Mind Hunt is not that better than Seeking Arrow (which can't be resisted and kill most humans commanders), or Earth Attack and national assassination spells. In a large game trading for some antimagic amulets in not that hard.

Magic Duel is a spell very rarely used, it's just a problem if you have an astral 1-2 pretender and want to use it on the battlefield against an astral nation (not a good idea).

Master Enslave come late with slow research, remaining players should have a way to cast antimagic, but I agree in some situations (round one casting in defense, when the ennemy can't protect his army) it's one the most overpowered spell (like any instant spell not counterable in round one).

I'd like a game mechanic to be created, making impossible to use any instant battlewide offensive spells in round one (not only Master Enslave but also Rain of Stones, Earthquakes, Bone Grinding, Arcane Domination, Undead Mastery, Unraveling) so the attacker has one round to cast army buffs ; then endgame battles can't be resumed by "defender wins if he has mages and gems". But as this mechanic isn't present, and such a rule is totally unenforcable, I think it's better to play with them than to remove all the spells in this category (and see no reason to remove only master enslave, the problem is not a particular spell).


Mind Hunt is virtually harmless compared to abominations like Manifestation. The Ashen Angel is almost an SC, and is certainly a thug capable of destroying small armies all by itself.

Magic Duel 'isn't a problem' because most people don't even bother trying to use Astral Mages against a stronger Astral Nation. And that is a big deal.

Rain of Stones is only effective against unarmoured critters. If you can't put a Hide Shield/Black Steel Whatever Shield/Shroud of the Battle Saint(getting a Bless)/Use a mage that can survive then I don't really have any sympathy.

Earthquake kills fatigued mages.... with 0 fatigue it isn't going to do that good a job.

If someone is casting Master Enslave they are doing one of two things. They have a large number of mages in a communion, or they have alot of equipment on a mage. Given that Manifestation can kill ANYTHING, and Flames from the Sky can slaughter armies, I assume this 'killer army' is stationary, hidden behind expensive domes, and doing nothing at all. That makes it a "not killer" army.

But it's blocking my route! Then use Astral Travel, Farie Trod, or Stygian Paths(+Stealth Troops).

AdmiralZhao May 1st, 2008 10:24 PM

Re: Mega Age II (Kingmaker) Sign Up!
 
I'll pick EA Oceania.


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