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-   -   Silent Seas AAR (http://forum.shrapnelgames.com/showthread.php?t=29943)

Daynarr September 2nd, 2006 01:31 PM

Re: Silent Seas AAR
 
Yeah, you see all damage done in battle by both normal or magic damage. Poison included.

Agrajag September 2nd, 2006 01:54 PM

Re: Silent Seas AAR
 
Ohhh, turn 32, you should be escaping your prison soon.

Nerfix September 2nd, 2006 02:09 PM

Re: Silent Seas AAR
 
Nice Gandharva regiment you got there! How easy is it to summon them?

And Kinnara? What are they?

Any chance of getting screenies of new spells? http://forum.shrapnelgames.com/images/smilies/happy.gif

And Yogis, you've mentioned them but we've only seen a Guru...

st.patrik September 2nd, 2006 03:13 PM

Re: Silent Seas AAR
 
1 Attachment(s)
re. Agrajag - I hope I will be escaping soon. It's a long time to be without your god!

Gandharvas require skill of 2 Astral to cast, so any guru can do the ritual

Kinnara you will see as soon as I can summon one

and finally here's a picture of a yogi:
http://www.shrapnelcommunity.com/thr...42055-yogi.jpg

st.patrik September 2nd, 2006 04:40 PM

Re: Silent Seas AAR
 
1 Attachment(s)
Turn 33
An arena death match has just been announced. I have the opportunity to send one champion to vie for the prize. After much deliberation I have decided to send a recently recruited Yaksha by the name of Carusara. Carusara is a gifted individual, but unfortunately the yogis haven't yet come up with too many useful duel-like spells. I guess he'll have to make do.

Devasura would likely be more effective, but his loss would be awkward right now, whereas Carusara is a little more expendable. Of course that's not the story I'm telling him...

My instructions are for him to summon an Earth Elemental, and then bless himself, but after this, press ahead and attack. I am going to load him up with earth gems to make sure he doesn't get fatigued.

Other than this event things are pretty stable. Asamati is attacking the last of the independant provinces next month, and then it will be time to gear up for invasion of one or other of my unsuspecting neighbours.

st.patrik September 2nd, 2006 04:51 PM

Re: Silent Seas AAR
 
1 Attachment(s)
*placeholder*

st.patrik September 2nd, 2006 04:53 PM

Re: Silent Seas AAR
 
1 Attachment(s)
Turn 34
I swear the death match was rigged! Somehow I got put in fighting Caelum first thing. I summoned my earth elemental, he summoned an air elemental. So far so good.

http://www.shrapnelcommunity.com/thr...vscaelum34.jpg

I blessed myself in preparation for the attack, he summoned another air elemental. Things still might have been alright had Carusara gone all the way to the rear before cutting across to attack, but instead he decided he would attack the air elementals. While he was on his way the Caelian summoned a third air elemental, and at that point Carusara's fate was well and truly sealed.

http://www.shrapnelcommunity.com/thr...evsCaelum2.jpg

Here is the culprit - one of Caelums dirty Eagle Kings. Now I'm really mad.

http://www.shrapnelcommunity.com/thr...elumhero34.jpg

After this T'ien Ch'i entered the arena against Caelum. I guess the Caelian (may his name never be uttered until he is dead) had used all his good gems on killing Carusara, so all he had left was small water elementals to buffet the noble that T'ien Ch'i sent in to the arena.

http://www.shrapnelcommunity.com/thr...hicaelum34.jpg

The noble managed to take out the elementals, and had a long duel with the Caelian, throwing magical attacks against each other, until in the end the noble from T'ien Ch'i lost his nerve and retreated from the field, which of course is a win for Caelum.

Vanheim did not send a representative.


I will be presenting the judges with an official complaint - I'm sure that they were bribed to allow the Caelian to attack me first, rather than after his strength was depleted!


Back home in Kailasa, Asamati took the last independant province around these parts, and now is heading home. I need to decide if it's going to be T'ien Ch'i I attack or Vanheim...tough decision.

Nerfix September 2nd, 2006 06:07 PM

Re: Silent Seas AAR
 
Ouch! Caelum may have lost on the field but they won in the arena. That Eagle King sure looks nasty.

I would recommend Tien Chi. Unless Vanehim is losing really badly to them you might be able to break Tien's power.

Sindai September 2nd, 2006 06:58 PM

Re: Silent Seas AAR
 
Yeah, how much of that is random picks? 7 magic plus 2 holy is pretty amazing.

ioticus September 2nd, 2006 07:33 PM

Re: Silent Seas AAR
 
Are arena matches worthwhile now? What is the prize? Does the AI still send its pretenders foolishly into battle?

DominionsFan September 2nd, 2006 08:40 PM

Re: Silent Seas AAR
 
Quote:

ioticus said:
Are arena matches worthwhile now? What is the prize? Does the AI still send its pretenders foolishly into battle?

Hopefully the AI wont send his pretenders to the Arena in Doms 3...or if it is sending them to fight there, this can be easily "fixed" in a Doms 3. patch, so that the AI wont use pretenders in the Arena.... I mean it looks like an easy programming job to ban the AI pretenders from the Arena battles. http://forum.shrapnelgames.com/images/smilies/cool.gif

st.patrik September 2nd, 2006 09:19 PM

Re: Silent Seas AAR
 
I'm not sure how much of the eagle king's magic is random picks... but this is early era (which is magic-heavy) and he is one of the elite, so that's why his magic is so high.

st.patrik September 2nd, 2006 09:21 PM

Re: Silent Seas AAR
 
1 Attachment(s)
Turn 35
All peoples praise your god! Finally after almost three years of terrible struggle I am free to take my people to victory! Now the earth will shake and the peoples tremble, for I, Ghanivallika, have come.

sure I have blue skin - what of it?

http://www.shrapnelcommunity.com/thr...2145-god35.jpg

My first act will be to summon a Kinnara - a ritual none of my mages were able to perform. Then we must plan for war. Asamati is already on his way back, and the Yakshini I recruited last turn has the skill to summon more like herself. I will start to build an army, and then we shall march!

fahdiz September 3rd, 2006 01:10 AM

Re: Silent Seas AAR
 
st.patrik, many MANY thanks for this AAR. (Dunno if you remember me - you hosted the first MP Dom II game I ever played. http://forum.shrapnelgames.com/images/smilies/laugh.gif ) Great writing, great use of screenshots, great information.

I can't wait for this game; I think I'll probably explode attempting to try out all the new races.

st.patrik September 3rd, 2006 03:28 AM

Re: Silent Seas AAR
 
Quote:

fahdiz said:
st.patrik, many MANY thanks for this AAR. (Dunno if you remember me - you hosted the first MP Dom II game I ever played. http://forum.shrapnelgames.com/images/smilies/laugh.gif ) Great writing, great use of screenshots, great information.

I can't wait for this game; I think I'll probably explode attempting to try out all the new races.

Yeah I remember you! I didn't know you were still coming around these parts.
thanks for the compliments http://forum.shrapnelgames.com/images/smilies/happy.gif

okiN September 3rd, 2006 05:55 AM

Re: Silent Seas AAR
 
Booyah! That's one tough-looking lady! I reckon the foe will be pretty helpless when you decide to take her out for walkies. http://forum.shrapnelgames.com/images/smilies/happy.gif

Endoperez September 3rd, 2006 06:31 AM

Re: Silent Seas AAR
 
Quote:

okiN said:
Booyah! That's one tough-looking lady! I reckon the foe will be pretty helpless when you decide to take her out for walkies. http://forum.shrapnelgames.com/images/smilies/happy.gif

Her Awe probably comes from Dominion 10. I think it's Lady of Love and not of Fortune that starts with Awe.

Also, the awesome defense value comes from Water 9 - it increases defense now that it doesn't allow a mage to go underwater. That also happens to make her special ability more important.

Nerfix September 3rd, 2006 08:05 AM

Re: Silent Seas AAR
 
Eh, Water always increased defence of the mage.

Kristoffer O September 3rd, 2006 10:36 AM

Re: Silent Seas AAR
 
> Eh, Water always increased defence of the mage.

Actually it didn't. High water magic on the pretender gave defence-blessing, but it never gave mages any bonus.

Nerfix September 3rd, 2006 10:40 AM

Re: Silent Seas AAR
 
Quote:

Kristoffer O said:
> Eh, Water always increased defence of the mage.

Actually it didn't. High water magic on the pretender gave defence-blessing, but it never gave mages any bonus.

But I thought the passive magic blurb for Water said it improves defense? http://forum.shrapnelgames.com/image...s/confused.gif

st.patrik September 3rd, 2006 10:44 AM

Re: Silent Seas AAR
 
1 Attachment(s)
Turn 36
Caelum is getting cocky; he launched 4 sets of hawks at me. Of course, none were effective. In addition, I discovered a scout from T'ien Ch'i sneaking around my lands, for some reason wearing a magical armour made from shambler skins. Needless to say I killed him and took his armour.

After much waiting, the mountain city of Caelum is finally breached. I guess I might have to storm it, since I can't seem to persuade the people to abandon their lost cause. Maybe I will send in a cheap commander to see the field of battle...

The Kinnara Brahmakunda answered my call. He will be a perfect messenger, and perhaps long-range attacker, if I can equip him correctly. I am making a big push to research appropriate battle magic this month. I need to start moving towards T'ien Ch'i's border.

http://www.shrapnelcommunity.com/thr...-kinnara36.jpg

Nerfix September 3rd, 2006 10:48 AM

Re: Silent Seas AAR
 
Gotta say it, Kinnara looks pretty unusual. Do you have any idea how many national summons there are per nation? Does it vary by eras`?

st.patrik September 3rd, 2006 10:51 AM

Re: Silent Seas AAR
 
It varies how many there are per nation - some nations have very few, some have a whole set of unique recruitables. Kailasa has more than most. If you wait around you'll see me summon some more.

Nerfix September 3rd, 2006 11:22 AM

Re: Silent Seas AAR
 
But all have them?

Endoperez September 3rd, 2006 01:56 PM

Re: Silent Seas AAR
 
Quote:

Nerfix said:
But all have them?

Kailasa can research the national spells of later ages. (Some other nations, like Agartha, won't have access to all of their national spells in all ages.) However, I'm not sure if St Patrik can summon e.g. Nagas which will take control of the apes in Late Age.

Nerfix September 3rd, 2006 01:59 PM

Re: Silent Seas AAR
 
Well duh, of course nations can't cross-summon spells but I'm interested if all around 60 nations have nationa spell. http://forum.shrapnelgames.com/image...ies/tongue.gif

fahdiz September 3rd, 2006 02:04 PM

Re: Silent Seas AAR
 
Quote:

st.patrik said:Yeah I remember you! I didn't know you were still coming around these parts.
thanks for the compliments http://forum.shrapnelgames.com/images/smilies/happy.gif

Well, I'm back now that Dom 3 is coming out. http://forum.shrapnelgames.com/images/smilies/laugh.gif We'll have to hook up for some more MP.

Endoperez September 3rd, 2006 03:46 PM

Re: Silent Seas AAR
 
Quote:

Nerfix said:
Well duh, of course nations can't cross-summon spells but I'm interested if all around 60 nations have nationa spell. http://forum.shrapnelgames.com/image...ies/tongue.gif

Actually, I worded that a bit poorly. The naga-summoning spell can be researched, but Kailasa mightn't have any mages capable of summoning them.


There are nations that have only one or two national spells, such as Ulm. There might be some without any national spells, and there are few that are now the only ones capable of casting certain spells that were previously available to every one. As an example, Illwinter is restricted to Niefelheim/Jotunheim/Utgård. So, all nations don't have new national spells.

st.patrik September 3rd, 2006 04:22 PM

Re: Silent Seas AAR
 
actually Kailasa can't summon nagas, but Late Era apes can summon Yakshas.

Nerfix September 3rd, 2006 04:25 PM

Re: Silent Seas AAR
 
Quote:

Endoperez said:There are nations that have only one or two national spells such as Ulm. There might be some without any national spells, and there are few that are now the only ones capable of casting certain spells that were previously available to every one. As an example, Illwinter is restricted to Niefelheim/Jotunheim/Utgård. So, all nations don't have new national spells.

How come you know so much?

Kristoffer O September 3rd, 2006 04:34 PM

Re: Silent Seas AAR
 
Quote:

Nerfix said:
Quote:

Endoperez said:There are nations that have only one or two national spells such as Ulm. There might be some without any national spells, and there are few that are now the only ones capable of casting certain spells that were previously available to every one. As an example, Illwinter is restricted to Niefelheim/Jotunheim/Utgård. So, all nations don't have new national spells.

How come you know so much?

He was in the beta http://forum.shrapnelgames.com/images/smilies/happy.gif

Nerfix September 3rd, 2006 04:36 PM

Re: Silent Seas AAR
 
Then I should bugger him to show us screenies.

Kristoffer O September 3rd, 2006 05:24 PM

Re: Silent Seas AAR
 
http://forum.shrapnelgames.com/images/smilies/happy.gif

DominionsFan September 3rd, 2006 05:25 PM

Re: Silent Seas AAR
 
Quote:

Endoperez said:
Quote:

Nerfix said:
Well duh, of course nations can't cross-summon spells but I'm interested if all around 60 nations have nationa spell. http://forum.shrapnelgames.com/image...ies/tongue.gif

Actually, I worded that a bit poorly. The naga-summoning spell can be researched, but Kailasa mightn't have any mages capable of summoning them.


There are nations that have only one or two national spells, such as Ulm. There might be some without any national spells, and there are few that are now the only ones capable of casting certain spells that were previously available to every one. As an example, Illwinter is restricted to Niefelheim/Jotunheim/Utgård. So, all nations don't have new national spells.

Ouch! This is bad news for modders. I thought that all races will have at least 5 national summons. AFAIK you cannot add new national spells, only edit the existing spells. 1-2 national spells isnt enough for a good race specific mod [total conversion mods]. Ah well maybe IW can help us in this, and later on we will be able to add new national summons when we want.

*Edit*

I've found the old topic, where I asked Kris about this:

http://www.shrapnelcommunity.com/thr...o=&fpart=1

PS. Sorry for going OT. http://forum.shrapnelgames.com/images/smilies/smile.gif

/on

st.patrik September 3rd, 2006 06:34 PM

Re: Silent Seas AAR
 
1 Attachment(s)
Turn 37
My researching yogis have started to discover some quite powerful battlefield magical attacks. I think it is enough for now, and so I am tasking them on discovering more about the creation of magical items. However, I am also aware that there are other more powerful beings in the celestial sphere which would heed my call if only I knew the rituals required, so eventually I want my team to get back to researching this.

Some of my people found a magical whip and brought it to my capital. I think I will give it to Devasura - he certainly has enough hands to wield another weapon.

I recruited a scout (Farol) to sneak into the Caelian capital and see what forces they have inside. If they are weak enough I will attempt an assault. Hell, truth is I will assault them either way - I am sick of waiting for their fickle citizens to decide what they want to do. I am sending Asamati, Ahana, and Candragomin up north with a bunch of troops to help Devasura and Boreda with the assault. Once Caelum is finally gone I will be able to turn my undivided attention to other opponents.

http://www.shrapnelcommunity.com/thr...389-army37.jpg

st.patrik September 4th, 2006 02:27 AM

Re: Silent Seas AAR
 
1 Attachment(s)
Turn 38
Everything is in preparation for an assault on Caelum's city. The last of my troops should arrive there this turn. My brave scout, Farol, is going in this turn, to see what kind of defences they have. I had hoped to avoid an assault on the city itself - hoped they would surrender, but I guess it's not going to happen.

http://www.shrapnelcommunity.com/thr...2430-map38.jpg

Endoperez September 4th, 2006 04:09 AM

Re: Silent Seas AAR
 
Quote:

st.patrik said:actually Kailasa can't summon nagas, but Late Era apes can summon Yakshas.

Well, here's what I get for not testing it through. Both Patala, LA version of the monkey people, and Bandar Log, MA version are able to call members of both yaksha and naga races, which is very reasonable, but EA can only call the yakshas. Very fitting.


Quote:

DominionsFAN said:
Ouch! This is bad news for modders. I thought that all races will have at least 5 national summons. AFAIK you cannot add new national spells, only edit the existing spells. 1-2 national spells isnt enough for a good race specific mod [total conversion mods]. Ah well maybe IW can help us in this, and later on we will be able to add new national summons when we want.

You can use national summons of other ages. Late Age Ermor won't be used in Early Age game any way. Spells could be changed to be national even in DomII, but because all spells were already in use, it was rarely done. Also, because it is now possible to make magic site which allow the recruitment of special units and/or commanders, spells aren't needed as much as before. Let's try to avoid any more OT, though. This is a great AAR, let's not disturb it.

DominionsFan September 4th, 2006 09:11 AM

Re: Silent Seas AAR
 
Quote:

Endoperez said:

You can use national summons of other ages. Late Age Ermor won't be used in Early Age game any way. Spells could be changed to be national even in DomII, but because all spells were already in use, it was rarely done. Also, because it is now possible to make magic site which allow the recruitment of special units and/or commanders, spells aren't needed as much as before. Let's try to avoid any more OT, though. This is a great AAR, let's not disturb it.

Ah! Awesome. So it was even possible in Doms 2...thanks for the info Endoperez.

PS. Sorry for going OT.

/on

Nerfix September 4th, 2006 10:30 AM

Re: Silent Seas AAR
 
So, the end of Caelum draws near.

st.patrik September 4th, 2006 10:44 AM

Re: Silent Seas AAR
 
1 Attachment(s)
Turn 39
It's going to be a tough fight. In addition to their pretender (an oracle), Caelum has multiple Eagle Kings and other mages. Not many actual troops - some spring hawks, some temple guards, but a lot of tough mages.


http://www.shrapnelcommunity.com/thr...0-39caelum.jpg

I am sending in Devasura, Candragomin, Asamati, Ananda, and Brahmakunda. Devasura will bless everyone, Candragomin and Asamati will call meteors from the sky, Ananda will shower the enemy with a magical blade wind. Brahmakunda will stay at the back and after a few turns fly to the rear to cause trouble.

The army that will accompany them will consist first of the Guhyakas I accidentally recruited awhile ago. They will charge right in and thus try to keep the bottleneck somewhat open. After them will come 24 Gandharvas, who will advance after a couple of turns. Finally, far in the rear I have 35 Yavanas, with orders to hold and then attack where the need is greatest. In addition to these I have 20 armoured Bandar on bodyguard duty for the mages.

I'm not sure how this will go. I am particularly worried about the arrows from the defensive towers, since both my Yavanas and my Yakshas are vulnerable to missile fire. But such is war.

T'ien Ch'i and Vanheim are quiet right now. The only other upset is that a group of knights attacked one of my provinces and took it over. But this can wait. There are more important things afoot.

Nerfix September 4th, 2006 10:50 AM

Re: Silent Seas AAR
 
Good luck to the battle! Caelum indeed seems to have a fair mage squad there, but I wonder if they have any good spells...who are the white and black winged Caeliens? Oh, and the new temple guard sprites look unappealing. http://forum.shrapnelgames.com/images/smilies/frown.gif

Let's hope that the arrow towers and the cold won't be a too big problem for you. Smash them!

st.patrik September 4th, 2006 11:35 AM

Re: Silent Seas AAR
 
1 Attachment(s)
I actually like the temple guard sprites, though it is hard to see them clearly in this shot, since they are some distance away.

The white-winged Caelians are the regular Caelian types we all know and love from Dom II; the black-winged ones are the Harab Seraphs, who at this point haven't split from the rest of the Caelians. And of course the gold-winged ones are the Eagle Kings.

st.patrik September 4th, 2006 11:36 AM

Re: Silent Seas AAR
 
1 Attachment(s)
Turn 40
Success! Caelum is no more!

Sadly no victory comes without a cost: Brahmakunda was hit by an arrow in the first round which almost killed him. He fled the battlefield, but the wound became infected and he now is in the throes of a disease that will probably end in death. Candragomin also took wounds which became infected, and even if the infection does not kill him he will always walk with a limp. Devasura's wounds are clean, but severe - he will never walk again. Pretty much all the Guhyakas died, and 18 Yavanas. Losses were lighter among the Gandharvas: only 4 fell.

The battle itself did not entirely go to plan. My troops arrayed themselves and readied to rush the gate, but immediately were cut off by several large Air Elementals which the defenders summoned.

http://www.shrapnelcommunity.com/thr...2503-40air.jpg

The elementals killed most of the Guhyakas and held up the Gandharvas for some time. While this conflict was raging my Yavanas being held in reserve were attacked by ethereal hawks with a lightning attack. Many fell before the hawks were destroyed.

Finally after these enemies were defeated the way was opened to storm the city. The few troops Caelum had inside were no barrier, and the mages were so exhausted from summoning air elementals that they did not offer much resistance. Caelum's god, an oracle, was destroyed quickly as my troops poured into the city.

http://www.shrapnelcommunity.com/thr...4-caelum40.jpg

Nerfix September 4th, 2006 11:46 AM

Re: Silent Seas AAR
 
No siege comes without a cost. Pity about the losses...it seems that without the Ghandarvas you might have been beaten!

But indeed, Caelum is no more!

(and I still don't like the new temple guard sprites. http://forum.shrapnelgames.com/images/smilies/frown.gif )

okiN September 4th, 2006 12:56 PM

Re: Silent Seas AAR
 
HUZZAH! The vile false god is cast down! The casualties are regrettable, of course, but so it goes in war and they sacrificed themselves for a greater cause. Onward, Kailasa, the world is the mollusc of your choice!

st.patrik September 4th, 2006 08:12 PM

Re: Silent Seas AAR
 
1 Attachment(s)
Turn 41
A quiet month, my army is home licking its wounds. I have set some of my Yakshas to forge Dwarven Hammers, which will make the forging of magical items much cheaper. I am also sending out Devasura, despite his weakened condition, to take back the province conquered by cavalry a few turns ago.

From here the plan is to make some magical items - particularly amulets of missile protection to protect my Yakshas - and do enough research to summon more powerful allies for my recruitable troops. Then attack T'ien Ch'i to the south.

I probably need at least 4 army groups: 2 to attack, 1 to defend and 1 in reserve. Each army group needs someone to bless it, as well as some battle magic, some well-armoured frontline troops, and of course many Yavanas to flank the enemy.

–––––––––––––––––––––––––––––––––––––––––––––––

Here's a picture of the world as it stands right now.
http://www.shrapnelcommunity.com/thr.../442631-41.jpg

st.patrik September 5th, 2006 01:21 AM

Re: Silent Seas AAR
 
1 Attachment(s)
Turn 42
Another quiet month. I'm sending more Markatas south to scout. Brahmakunda is forging magical items even though he's quite sick with this disease. Devasura is kicking those knights out of my province. All else is in preparation.

–––––––––––––––––––––––––––––––

Here's a shot of a knight taking cold damage (the blue number) during the scuffle with Devasura's troops. The knight moved before I could get the shot, which is why the number isn't where the knight is.

http://www.shrapnelcommunity.com/thr...-colddam42.jpg

Nerfix September 5th, 2006 04:30 AM

Re: Silent Seas AAR
 
Tien Chi looks monstrously huge. I suggest you summon more Ghandarvas since they are better armored.

Boron September 5th, 2006 11:37 AM

Re: Silent Seas AAR
 
Very nice AAR st.patrik.
If you don't mind i ask an OT question:
Did you write AARs for other games too?
If you did can you please link them? http://forum.shrapnelgames.com/images/smilies/happy.gif

st.patrik September 5th, 2006 06:35 PM

Re: Silent Seas AAR
 
Quote:

Boron said:
Very nice AAR st.patrik.
If you don't mind i ask an OT question:
Did you write AARs for other games too?
If you did can you please link them? http://forum.shrapnelgames.com/images/smilies/happy.gif

thanks Boron http://forum.shrapnelgames.com/images/smilies/happy.gif

re. AARs, IIRC this is my first


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