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Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
Granted 5h extension.
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Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
So - who has how many capitals?
Put another way, I'm sure Nehekara has at least Chaos and his own - does Nehekara have a third? How close is he to winning? |
Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
I have Skavenblight and Nehekhara is not getting it off me! In fact he has now given up sieging and wandered off. The fortress is essentially impregnable.
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Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
I'm not going to be able to take my next turn until about 45 hours from now, so it would be great if I could get an extension to that effect.
Sorry about that guys :[ |
Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
Seems you are a busy man at present Sombre!
No problem at all for me. |
Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
I'm also fine with a long extension. Someone PM Burnsaber?
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Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
Granted 50h extension. I also shared the admin password with all the remaining players (see your PM inbox for details).
A bit unorthodox, I admit. But I just trust you guys :D. |
Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
I am going to be busy with ROTC essentially all this weekend, with absolutely no internet access. If I could have a delay till Monday that would be great.
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Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
I quite like the long extensions - I've been so busy recently I've had to rush a lot of turns even when I had ages to take them in. I'll try and free up more time though. Things have calmed down at work a bit at least. I'm liking this long layoff currently though :]
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Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
Okay, I've been hanging around for quite some time hoping to give a final, epic last stand. Since that hasn't really materialized, I plan to set AI for the next turn unless someone is going to actually storm my last fort in the near future.
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Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
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If all goes well, Dr. DrPraetorious will have time to do this game justice then :). |
Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
PhD thesis?
Good luck!!! |
Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
Trumanator - Regrettably I have no plans to storm your fort any time soon. You've demonstrated you can kill an arbitrary number of my men at arms. :(
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Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
Does anyone object to a rollback?
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Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
I'm a bit confused. I looked at the llamaserver a couple days ago and it said the turn would host on monday 30th nov. But it hosted last night and I staled of course.
I don't mind a rollback I guess, I don't really mind either way though, this game isn't hotly contested or anything. |
Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
I'm easy. I'm pretty much out of the game to be honest.
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Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
Yeah, I thought I had pushed hosting back to Monday. So I'll do a rollback.
Or - does anyone object if I declare myself victor? I think I ought perhaps to actually *win a battle* against Sombre first :), but it's pretty clear that I'm winning the war, yes/no? |
Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
Yeah I wouldn't mind if you did that - I can't see any way that I could beat you long term. You have a much better economy, globals etc and you have a better lategame nation too, really. The entire war is taking place in my territory also.
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Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
So my army of poison golems will never reach the front :(.
Very well, unless I hear an objection, I declare myself winner! Huzzah! I'll have some balance feedback on my own nation shortly. |
Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
Well, seeing as how this seems to be over, I'll post my thoughts on Skaven and Brettonia now.
Skaven: First, I like the feel and theme a lot. This is a beautiful mod. Also, I managed to accomplish my main goal for the game: not be the first to die. :D That said though, the early game is just incredibly weak. Your troops are just not good enough to carry you, particularly on a NI map where you can't hire any arrow catcher indies. Anyone with arrows is going to rape you utterly. Yes, I know that Skavenslaves and/or plague monks can be decoys, but once engagements reach a certain size, they just die too fast to be effective. Even when you make it to the enemy lines, you take a ridiculous amount of casualties. Your armies are nowhere near sustainable. While your mages aren't bad, the lack of decent blockers hurts. Your summons are okay, but the warp_ throwers seem to be bugged, as they had a tendency to run straight into melee without shooting. Of course, its entirely possible that a better player would be able to come up with a killer strategy. Still, I think that the very weak early game severely restricts your options. Brettonia: While of course llamabeast will have the best overall view of things, I will still make a few observations. First, freespawn archers are perhaps a bit much, particularly against Skaven. Second, having what amounts to an income and resource independent recruitment is a difficult thing to balance. It might have been interesting to see how they might have done had llama been able to recruit damsels in his cap every turn for a respectable research. |
Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
Ok, so game is over, I presume?
How did you guys like the settings of the game, like the map or the victory conditions? I'm just wondering on what changes should I make when I create the sequel game (likely replacing the problematic Chaos mod with Dwarfs). Pre-placed starts are also in my mind for the next game. Trumator, I replied to your nation feedback in the Bretonnia thread. |
Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
A few balance issues for Itza, mostly fairly minor. Overall I think it's good.
The various sacred summons should arrive in smaller numbers but wear some kind of armour (so they can get an earth blessing). I'd suggest giving them all low-Prot ceremonial armour, making them 2/3 as numerous, except for the flying ones (Tepok) which should be 1/2 as numerous. The Lorescale is way better than all of the other spawn leaders that I summoned (there were a few I didn't try), since he flies *and* has a ridiculous MR, which is better than being Mindless in almost every way. I didn't really test any of the blood stuff. The recruitable sacreds should probably be capital-only, although most games this won't make a huge difference since your forts and temples are SO EXPENSIVE. I happened to crush all comers this game but that was more a mix of craven diplomacy and map placement than that Itza is overpowered. |
Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
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If TG would be cap-only, I *might* have seen some other units than some chameleon skinks and hordes of temple guards when fighting Dr.P. |
Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
Yeah, in my game I used red-crested skinks, kroxigors and stegadons when I was fighting the skavens, and saurus warriors (for the magic weapons and higher strength) and archers/blowgunners to supplement my armies when I was fighting stygia. I actually used almost no temple guard to kill the skavens, and just used them defensively/to grab indies. If I had build everywhere temple guard though, I would have been hard-pressed to come up with a really good reason to use much else. They are just that good.
What was your bless, by the way? And did you ever get to summoning any of the spawn of xhotl? |
Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
He definitely had some Xhotl, because I remember killing a bunch of them. I wasn't really using the kind of stuff they're good against - I think they died more to rigor mortis than anything else. I also had flaming arrows up, which as you know they don't like too much.
I think the temple guard and sacred spawnings have indeed taken over too much for Lizardmen, so I'll be scaling (haw haw) them back. I am still reluctant to make them cap only, but it does seem like it would be very effective in changing the way itza plays. I may even make the 5th gen Slann cap only as well - I don't think this would actually make a massive difference (since they're so expensive) and would work fine thematically with temple guard being cap only. |
Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
I would like to reiterate how brutally unfair the nekehara scorpion pretender thing is. Enc. 0 size 6 trampler available from turn 1 is just brutal, and there is nothing in the game that can kill it that early.
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Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
Your own size 6 pretender with a forged weapon and shield?
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Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
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I still like the dormant slann auto/domsummon of them better, but making them cap only is certainly the easiest fix balance-wise. Making 5th gen slann cap only would make them almost completely not worth recruiting, but it probably wouldn't make too much difference overall, no. And I agree that it is thematically sensible. |
Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
Well I'd probably increase the cost difference between 5th and 4th gen slann to make up for it.
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