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-   -   SC Arena Competition Over! Results on page 9 (http://forum.shrapnelgames.com/showthread.php?t=37148)

sum1lost December 17th, 2007 10:25 PM

Re: Build Your SC Arena Competition!
 
Why not send us the turn before set up, so we can run the battles on our own machines as many times as we would like?

NTJedi December 17th, 2007 10:28 PM

Re: Build Your SC Arena Competition!
 
Quote:

Potatoman said:
Is anyone opposed to another, final arena tournament? Or has interest in this contest been exhausted?

I'm ready for a new tournament... preferably the 5 magic path limit, but either way is good!

Cor2 December 17th, 2007 10:51 PM

Re: Build Your SC Arena Competition!
 
I would like to see a rerun of this one, then a new one with diffrent combatants.

Potatoman December 17th, 2007 11:12 PM

Re: Build Your SC Arena Competition!
 
Ok, I still have energy to run another round. I do like the 5 path rule, however, and I'd like to let the people who wanted to play in the first contest but didn't have time to send a combatant in (like Jazzepi) participate, so I favor having a semi-new batch of combatants.

All combatants would have a maximum of 5 path levels to work with. You may choose chassis with more than 5 magic levels (ie Djinn), but I would be mod it down to a total of 5 for the combat (including empowerment; you would need to specify which levels it keeps.) All of the other rules from contest 1 would be unchanged.

People could choose to update/replace their combatants by sending me private messages with their builds, or leave them unchanged. Combatants that are left unchanged may lose magic paths in excess of 5, however.

I won't have time for the contest until the weekend, however. So it'd be run Saturday or Sunday night, probably.

Edit: To clarify, you have 5 maximum paths. You still only get 3 empowerments.

sum1lost December 17th, 2007 11:48 PM

Re: Build Your SC Arena Competition!
 
Suggestion: Pretender battle-off. You can use pretender points, with an AWAKE pretender and NEUTREL scales. Any mobile pretender can be used.

-Balances out spell casters with combat pretenders. Hurray for titans and such! They might get a chance.

NTJedi December 17th, 2007 11:48 PM

Re: Build Your SC Arena Competition!
 
Quote:

Potatoman said:
All combatants would have a maximum of 5 path levels to work with. You may choose chassis with more than 5 magic levels (ie Djinn), but I would be mod it down to a total of 5 for the combat (including empowerment; you would need to specify which levels it keeps.) All of the other rules from contest 1 would be unchanged.


Sounds good!
Most participants will need to change/update the magic paths on their SC.

Wick December 18th, 2007 12:11 AM

Re: Build Your SC Arena Competition!
 
I would also add that none of the SCs should be actual Pretenders. A Pretender chassis is fine but not the actual role with it's extra HPs and immunity to enslavement.

NTJedi December 18th, 2007 12:37 AM

Re: Build Your SC Arena Competition!
 
Quote:

Wick said:
I would also add that none of the SCs should be actual Pretenders. A Pretender chassis is fine but not the actual role with it's extra HPs and immunity to enslavement.

I noticed the same... and agree.
SC vs SC

Shovah32 December 18th, 2007 02:35 AM

Re: Build Your SC Arena Competition!
 
I feel kind of silly here, but where is the actual turn file? I can't seem to find it.

Hadrian_II December 18th, 2007 06:36 AM

Re: Build Your SC Arena Competition!
 
Quote:

Shovah32 said:
I feel kind of silly here, but where is the actual turn file? I can't seem to find it.

It should be attached to the post with the rooster, i suspect that potatoman while editing the post has removed the attachment.

Also, i have sent my improved variant to battle, and im very interested, in how it will do.

K December 18th, 2007 07:26 AM

Re: Build Your SC Arena Competition!
 
So, I've sent in my next SC for Combat 2 (after sending in one that needs to be ignored).

I will be avenged!

calmon December 18th, 2007 08:16 AM

Re: Build Your SC Arena Competition!
 
@Potatoman

Please make sure every nation has all pathes full researched. Its important for the "Cast spells" command after the 5 initial rounds.

vfb December 18th, 2007 10:28 AM

Re: Build Your SC Arena Competition!
 
easyspell.dm can do that for you:

http://www.shrapnelcommunity.com/thr...;Number=566396

mathusalem December 18th, 2007 12:18 PM

Re: Build Your SC Arena Competition!
 
is an oracle with double ring of wizardry and double ring of sorcery is legal ?

Baalz December 18th, 2007 01:28 PM

Re: Build Your SC Arena Competition!
 
Quote:

mathusalem said:
is an oracle with double ring of wizardry and double ring of sorcery is legal ?

Well, as it would seem that there is no advantage to taking the oracle for magic paths (since everyone will have the same number), you could equip ring of sorcery, ring of wizardry, robe of the magi, crystal shield, rune smasher on any "regular" slotted unit to get the same magic and penetration (with a bonus of having extra reinvig)...plus you can add a starshine cap assuming astral is what you're going for so it'd actually be better.

calmon December 18th, 2007 02:33 PM

Re: Build Your SC Arena Competition!
 
Quote:

mathusalem said:
is an oracle with double ring of wizardry and double ring of sorcery is legal ?

You can't choose oracle because its immobile (and those can't join the arena)! But 2 equal rings in 1st and 3rd slot is allowed at the moment.

NTJedi December 18th, 2007 02:43 PM

Re: Build Your SC Arena Competition!
 
Quote:

calmon said:
@Potatoman

Please make sure every nation has all pathes full researched. Its important for the "Cast spells" command after the 5 initial rounds.

I agree... also the first post within the topic should be updated to include the updated rules, deadlines for SC entry, and the date and time for the next arena event.

Potatoman December 18th, 2007 04:17 PM

Re: Build Your SC Arena Competition!
 
First post has been updated. Please look at the clarifications sections for more information about how the 5 path rule works.

Also, immobile pretenders ARE allowed. I will mod them to have a mapmove of 1 if you'd like to choose one.

quantum_mechani December 18th, 2007 04:25 PM

Re: Build Your SC Arena Competition!
 
Quote:

Potatoman said:
First post has been updated.

Also, immobile pretenders ARE allowed. I will mod them to have a mapmove of 1 if you'd like to choose one.

I think you'd likely have to to #clearspec, to remove the immobile tag.

Nikolai December 18th, 2007 05:27 PM

Re: Build Your SC Arena Competition!
 
My SC relied on "Enslave mind", got few kills, and got killed by pretender that was immune, I am glad that next round will have no pretenders enabled.

No that I would use same strategy or anything :-)

Shovah32 December 18th, 2007 05:54 PM

Re: Build Your SC Arena Competition!
 
Ok, I can't seem to find a turn file(yes, I'm that dumb), so can somebody tell me if I died during my first or second fight?

Jazzepi December 18th, 2007 06:22 PM

Re: Build Your SC Arena Competition!
 
Quote:

Nikolai said:
My SC relied on "Enslave mind", got few kills, and got killed by pretender that was immune, I am glad that next round will have no pretenders enabled.

No that I would use same strategy or anything :-)

I don't believe the host implemented a "no pretender" rule. People were throwing it around, however.

Jazzepi

vfb December 18th, 2007 07:01 PM

Re: Build Your SC Arena Competition!
 
Quote:

Shovah32 said:
Ok, I can't seem to find a turn file(yes, I'm that dumb), so can somebody tell me if I died during my first or second fight?

Your SC died in your first battle #3, versus NTJedi. (And that was the bugged match from which NTJedi did not continue.)

DigitalSin December 18th, 2007 07:58 PM

Re: Build Your SC Arena Competition!
 
On the same note as Shovah, can someone tell me how my guy went?

Potatoman December 18th, 2007 08:07 PM

Re: Build Your SC Arena Competition!
 
I re-attached the turn file back on page 4. It wouldn't have been fair to restrict access.

K December 21st, 2007 05:44 PM

Re: Build Your SC Arena Competition!
 
Are we on for the next battle on Sat.? I know that my new SC has been sent and I'm ready to make it past my first battle.

Potatoman December 21st, 2007 05:57 PM

Re: Build Your SC Arena Competition!
 
Yeah, Saturday or Sunday night, whenever I get time. Probably Saturday. Notice also that my build is public and is part of the post 1; this time, it's not (such) a joke!

quantum_mechani December 21st, 2007 06:01 PM

Re: Build Your SC Arena Competition!
 
Last I checked, a second drain weapon doesn't add to the drain.

NTJedi December 22nd, 2007 09:08 PM

Re: Build Your SC Arena Competition!
 
My new and different SC is arriving within the hour via PM.

He has arrived and awaiting the arena match.

Potatoman December 23rd, 2007 02:27 AM

Re: Build Your SC Arena Competition!
 
Getting started on setting up the arena now. Last call for entries is going out. But

Jazzepi December 23rd, 2007 02:50 AM

Re: Build Your SC Arena Competition!
 
I'm wet with urine and anticipation.

Jazzepi

Cor2 December 23rd, 2007 06:28 AM

Re: Build Your SC Arena Competition!
 
Quote:

Jazzepi said:
I'm wet with urine and anticipation.

Jazzepi

LOL! http://forum.shrapnelgames.com/images/smilies/laugh.gif

Potatoman December 23rd, 2007 06:57 AM

Re: Build Your SC Arena Competition!
 
1 Attachment(s)
It is done! The turn file of Supercombatant Arena 2 is attached to this post. Congratulations to the winner!

I'd also like to mention that I got special satisfaction out seeing some of the more creative builds in the contest, like Twan's blinking bow of war/vision's foe sniper, Calmon's Siege Golem (with diabolical metagaming tactics), Cor2's goofy nigh unkillable Eater of the Dead, Wick's ballsy Devourer of Souls gambit, and NTJedi's ridiculous imp-spamming Crone build. Almost everyone's build was cunning, powerful, and had a real shot at winning (with the required luck!) Every battle was close and very entertaining.

Thanks for playing!

Potatoman December 23rd, 2007 07:03 AM

Re: Build Your SC Arena Competition!
 
1 Attachment(s)
The version of the SC Arena Mod that you'll need to view the turn is attached to this post.

llamabeast December 23rd, 2007 07:24 AM

Re: Build Your SC Arena Competition!
 
It says I need True Immortal.tga.

vfb December 23rd, 2007 09:16 AM

Re: Build Your SC Arena Competition!
 
Ha ha ha http://forum.shrapnelgames.com/images/smilies/happy.gif Gifts From Heaven really has it in for the Furious Bastard, that's what killed me last tourney too.

Twan December 23rd, 2007 09:35 AM

Re: Build Your SC Arena Competition!
 
Thanks for organization.

It's sad my sniper managed to fail a morale check she seemed to work well :" (sorry for the blind gratz, not really in condition for the next match).

Jazzepi December 23rd, 2007 12:55 PM

Re: Build Your SC Arena Competition!
 
Argh! Gifts from heaven to the face. I was worried about that Q.Q

Jazzepi

Potatoman December 23rd, 2007 02:41 PM

Re: Build Your SC Arena Competition!
 
Sorry, forgot to include the required graphic. It was 2 am when everything was finished. The graphic is now included in the mod archive.

Here's the combatant list.
  • Pazuzu, Lord of the Plague Wind, fighting for K.
    Equipped with a Crystal Shield, Faithful Sword, Eye of Aiming, and Amulet of Antimagic.
    2E 1S 2A, carrying 10E gems.
    Scripted to cast Gifts from Heaven x5, Cast Spells.
    Summary: A very high precision Gifts from Heaven Sniper with a lot of HP.
  • Doombringer, the Tartarian Cyclops, fighting for HandrianII
    Equipped with a Shadow Brand, Fire Brand, Jade Armor, Starshine Skullcap, Winged Shoes, Stone Bird, and Ring of Tamed Lightning.
    3F 2A, carrying 10 blood slaves.
    Scripted to attack large monsters.
    Summary: A melee combatant designed to rush casters quickly with the winged shoes and kill them instantly with it's many strong AOE attacks.
  • She is Back, the Tartarian Titan, fighting for Nikolai
    Equipped with a Rune Smasher, Crystal Shield, Starshine Skullcap, Robe of the Magi, Boots of the Messenger, Ring of Sorcery, and Eye of the Void.
    5S, carrying 10 Astral pearls.
    Scripted to stand far back, cast Enslave Mindx5, Cast Spells.
    Summary: A caster with a very powerful, high rating, enslave mind attack. Virtually powerless against mindless units, but very strong against most others.
  • Glass Cannon, the Rudra, fighting for Micah
    Equipped with two Shadow Brands, Faithful Sword, Frost Brand, Starshine Skullcap, Rainbow Armor, and Lifelong Protection Contract.
    3F 2W. Carrying 10 Fire gems.
    Scripted to cast Phoenix Pyre, Quicken Self, attack large monsters.
    Summary: A verasatle, flying, four-armed melee combatant with a lot of AOE attacks. Attacks after casting a pair of important self-buffs.
  • You Shall Not Pass, the Crone, fighting for NTJedi
    Equipped with a Herald Lance, Lucky Coin, Wraith Crown, and 4 Lifelong Protection Contracts.
    5D. Carrying 10 Death gems.
    Scripted to stand in the far back left corner and cast Raise Skeletons x4, Spirit Curse, Cast Spells.
    Summary: A prodigious, but extremely fragile, summoner that produces 20+ minions each round. Few creatures have the capability to beat minions faster than this summoner can create them, and will be infinitely stalled by the tide of imps and skeletons.
  • Grazz the Cruel, Tartarian Cyclops, fighting for BigandScary
    Equipped with a Shadow Brand, Charcoal Shield, Wraith Crown, Boots of Quickness, Robe of Invulnerability, Amulet of Luck, and Bottle of Living Water.
    2E 2N 1S. 7 Nature gems, 3 Astral pearls.
    Scripted to cast Resist Magic, Personal Regeneration, attack rearmost.
    Summary: A robust melee combatant with extremely tough defenses. Difficult to damage, high HP, and good regen rate all make Grazz very survivable. Luck even provides a chance dodge insta-death spells.
  • Sucks to Be You, the Poison Golem, fighting for Baalz
    Equipped with a Banner of the Damned, Armor of Souls, Wraith Crown, Boots of Quickness, and 2 Lifetime Protection Contracts.
    No magic. Carrying 10 Blood slaves.
    Scripted to Cast Spells.
    Summary: A lifeless, mindless, combatant that generates a lot of imps and can cast his drain life spell twice each turn. Steals fatigue at a greater rate than he spends it and can force a lot of difficult and painful MR checks. Vulnerable to lifeless enemies, which are immune to his spell.
  • The Unfettered, Eater of the Dead, fighting for Cor2
    Equipped with a Girdle of Might and Amulet of Resilience.
    3F. 10 Fire gems.
    Scripted to cast Phoenix Pyre, attack.
    Summary: Huge HP, huge regeneration, high reinvigoration, and it comes back to life in blast of fire if it's ever killed. Vulnerable to MR effects and has anemic offense against large opponents, but otherwise very difficult to slay.
  • Night Elf Mohawk, the Rudra, fighting for Shovah32
    Equipped with 3 Shadow Brands, Faithful Sword, Horned Helm, Robe of Invulnerability, Boots of Quickness, and a Bear Claw Talisman.
    5F, 10 Blood slaves.
    Scripted to attack large.
    Summary: A rushing build designed to slay opponents before they have time to buff or summon a big mess of chaff by flying in and unleashing 10 high-strength attacks (6 with large AOE).
  • Robusta, the Void Lord, fighting for Potatoman
    Equipped with 2 Blood Thorns, Wraith Crown, Hydra Skin Armor, Boots of Quickness, Ring of Regeneration, and Lifelong Protection Contract.
    3F, 2S. 10 Fire gems.
    Scripted to cast Phoenix Pyre, Personal Luck, attack large monsters.
    Summary: A melee combatant designed to quickly regenerate any wound with it's many life-stealing attacks and high regeneration rate. Should it be slain, it's high reinvigoration through via life-steal will quickly control the fatigue acquired through Phoenix Pyre, allowing it to ressurect without limit.
  • Ketlones Masp, the Lich, fighting for Rytek
    Equipped with a Staff of Storms, Wraith Crown, Rainbow Armor, Boots of the Messenger, Amulet of Resilience, Lifelong Protection Contract, and Bottle of Living Water.
    5D, 10 Death gems.
    Scripted to cast Wrath of the Ancestors, Raise Skeletons x4, Cast Spells.
    Summary: A summoner that takes advantage of the LA Tien Chi nation spell Wrath of the Ancestors to summon a mess of ethereal chaff at the start of each battle. Uses the Staff of Storms to discourage enemy evocation spells and prevent the Lich from being rushed by flying combatants.
  • Rawrku, the Angel of Fury, fighting for DigitalSin
    Equipped with 2 Serpent Krysses, Black Steel Helmet, Chain Mail of Displacement, Boots of Quickness, Astral Serpent, and Ring of the Warrior.
    3F, 10 Blood slaves.
    Scripted to attack rearmost.
    Summary: A flying combatant with high defense, poison attacks, and Blood Vengeance. Uses flight to attack opponents on the first turn and hopefully slay them in a single attack.
  • Whimsy, the Devourer of Souls, fighting for Wick
    Equipped with a Ring of Regeneration and Amulet of Resilience.
    3F, 10 Fire gems.
    Scripted to cast Phoenix Pyre, Fire Shield, attack large monsters.
    Summary: The Devourer of Souls kills anything trapped between its jaws- no save of any kind is allowed. The idea is to persevere long enough via Phoenix Pyre and Regeneration to score just one hit against the enemy- that's all the Devourer needs.
  • The Imperious Leader, Mechanical Man, fighting for Pyrostock
    Equipped with a Crystal Shield, Rune Smasher, Wraith Crown, Robe of the Magi, Messenger Boots, and 2 Lifelong Protection Contracts.
    3D, 10 death gems.
    Scripted to cast Wither Bones, Wrath of the Ancestors, Disintegrate x3, Cast Spells.
    Summary: A versatile spellcaster that spams, metagames against spamming, and throws out a bunch of nasty save-or-die spells.
  • WHO'S YOUR DADDY!?!, the Divine Emperor, fighting for Lolomo
    Equipped with Wraith Crown, Robe of the Magi, Eye of Aiming, and 3 Lifelong Protection contracts.
    4E, 1S. 10 Earth gems.
    Scripted to cast Gifts from Heaven x5, Cast Spells.
    Summary: A summoning-evoker that generates a lot of imps and calls down 3 meteors (for 150+ damage) each turn. The Meteors have little accuracy, but the tide of imps ensures that this combatant will get as many shots as he needs.
  • Mael Bolgia, the Ettin Mandragora, fighting for Jazzepi
    Equipped with Fire Brand, Frost Brand, Scutata Volturnus, Wraith Crown, Starshine Skullcap, Elemental Armor, Boots of Quickness, and Lifelong Protection Contract.
    1S 2E, 10 Blood slaves.
    Scripted to cast Resist Magic, Iron Will, Personal Luck, attack.
    Summary: A melee combatant with high magic resistance, lots of elemental immunities, and many attacks.
  • Pillar, the Marble Oracle, fighting for Quantum Mechanic
    Equipped with 2 Scutata Volturnus, Skullface, Boots of Quickness, Amulet of Resilience, Robe of the Magi, and Lifelong Protection Contract. No magic, 10 slaves.
    Scripted to cast Raise Skeletons x5, Cast.
    Summary: A burly summoner who wields two lightning shields that fry nearby enemies.
  • The Herald of the Unliving, Mandaha, fighting for Sum1Lost
    Equipped with a Faithful Sword, Lantern Shield, Skullface, Rainbow Armor, Boots of Quickness, Lifelong Protection Contract, and a Bottle of Living Water.
    5B, 10 Death gems.
    Scripted to Cast Spells.
    Summary: The Herald is a summoning combatant that's also powerful in melee. The darkness that accompanies Mandahas into combat provides him with a defense against evocations, and other melee attackers who lack darkvision.
  • Siege Your ***, the Siege Golem, fighting for Calmon
    Equipped with Wraith Crown, Robe of the Magi, Boots of the Messenger, Amulet of Resilience, and Pendant of Luck.
    3F, 10 fire gems.
    Scripted to cast Phoenix Pyre, Phoenix Power, Heat from Hell, Fire Shield, and attack closest.
    Summary: The golem is virtually impervious to imps and skeletons; it uses Heat from Hell to fatigue or kill opponents while it is surrounded by a protective layer of enemy imps.
  • Cuisinart, the Ettin Mandragora, fighting for Taqwus
    Equipped with a Rat Tail, Faithful Sword, Shield of the Accursed, Horned Helmet, Wraith Crown, Jade Armor, Boots of Stone, and Lifelong Protection Contract.
    3D, 10 death gems.
    Scripted to cast Soul Vortex and attack.
    Summary: A melee combatant that uses Soul Vortex, Shield of Accursed, and Rat Tail to turn enemy chaff against their creator. Soul Vortex allows the Ettin to stay in combat against summoned imps almost indefinitely while they accumulate Horror Marks battering the Shield of the Accursed, attracting hostile horrors to the battlefield. The Rat Tail forces morale checks on the relatively cowardly imps, possibly forcing a rout.
  • Very Furious Bastard 2, the Angel of Fury, fighting for vfb
    Equipped with a Staff of Storms, Skullface, Elemental Armor, Boots of Quickness, Heart of Life, and Lifelong Protection Contract.
    No magic, 10 slaves.
    Scripted to Cast Spells
    Summary: A durable spamming platform with lots of elemental resistances. Uses the Staff of Storms to prevent being rushed at the beginning of combat by flying opponents.
  • Yukulala, the Devata, fighting for Twan
    Equipped with a Bow of War, Vision's Foe, Wraith Crown, Robe of Invulnerability, Boots of the Messenger, and Lifelong Protection.
    A3 S1 N1, 10 Astral pearls.
    Scripted to cast Eagle Eye, fire, cast Blink, fire, cast Blink, fire large monsters.
    Summary: A clever dual-wielding bowman that teleports around the battlefield at random to escape enemies.
  • Justice, the Arch Angel, fighting for Wraithlord
    Equipped with Flambeau, Wraith Crown, Rainbow Armor, Boots of Stone, Amulet of Resilience, and Amulet of Antimagic.
    3F, 2N, 10 slaves.
    Scripted to cast Phoenix Pyre, Fire Shield, Personal Regeneration, Touch of Madness, and attack rearmost.
    Summary: A self-buffing melee combatant that does triple damage to undead or demonic targets. Very powerful if it survives to fire off all of its buff spells and attack.

WraithLord December 23rd, 2007 04:56 PM

Re: Build Your SC Arena Competition!
 
LOL, in MP the AI always casts touch of madness thus getting my mages killed. In the Arena the AI was smarter and overruled my script for touch of madness, hence one super buffed Arch Angel runs away like a coward http://forum.shrapnelgames.com/images/smilies/happy.gif

Jazzepi December 23rd, 2007 05:07 PM

Re: Build Your SC Arena Competition!
 
My guy had frost brand and fire brand and the shield. 3 arms FTW!

jazzepi

llamabeast December 23rd, 2007 06:20 PM

Re: Build Your SC Arena Competition!
 
This must have been _loads_ of work! Nice one potatoman.

Tuidjy December 23rd, 2007 07:08 PM

Re: Build Your SC Arena Competition!
 
A pleasure to watch. Thanks for running the contest, Potatoman!

vfb December 23rd, 2007 08:24 PM

Re: Build Your SC Arena Competition!
 
My build description is a bit off. The Heart of Life gives reinvigoration+10, not an extra life. The reason I need reinvigoration+10 is that I'm casting 2*Summon Skeletons every turn from my hat (which is also why I don't have any other magic paths, since that's all I want to cast). So, I come out even in the fatigue department.

An extra life would have been nice protection from incoming meteors http://forum.shrapnelgames.com/images/smilies/happy.gif.

Velusion December 23rd, 2007 09:08 PM

Re: Build Your SC Arena Competition!
 
So for those of us to lazy to watch the replay - who won?

NTJedi December 23rd, 2007 10:42 PM

Re: Build Your SC Arena Competition!
 

Will there be another SC contest... or was this the last?

I'd be pleased to see another contest.

Potatoman December 23rd, 2007 11:47 PM

Re: Build Your SC Arena Competition!
 
I'm not planning another contest. Llamabeast is quite right about it being a lot of work to set up; it was fun and I enjoyed it, but I am done now. http://forum.shrapnelgames.com/images/smilies/happy.gif

Maybe for Dominions 4...

Meglobob December 24th, 2007 01:19 PM

Re: Build Your SC Arena Competition!
 
Quote:

Velusion said:
So for those of us to lazy to watch the replay - who won?

Sucks to Be You, the Poison Golem, fighting for Baalz.

Worth watching!

My favourite was the Emperor with his gifts from heaven.

The mechanical man was rather strange and amusing. Why a mechanical man?!?

Baalz December 24th, 2007 02:12 PM

Re: Build Your SC Arena Competition!
 
And with that I believe I win the argument as to whether poison golems qualify as SCs...:)

I bet though if we ran that fight 5 times we'd get 5 different winners, way too much paper-rock-scissors and insta kill hope-the-die-roll-favors-me. Plus, my guy only fought two battles, I gotta give the moral victory to that emperor who squished like 5 guys.

Jazzepi December 24th, 2007 02:14 PM

Re: Build Your SC Arena Competition!
 
Quote:

Baalz said:
And with that I believe I win the argument as to whether poison golems qualify as SCs...:)

I bet though if we ran that fight 5 times we'd get 5 different winners, way too much paper-rock-scissors and insta kill hope-the-die-roll-favors-me. Plus, my guy only fought two battles, I gotta give the moral victory to that emperor who squished like 5 guys.

Yeah if you want to do this right, there needs to be swiss rounds.

Jazzepi


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