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-   -   Nations - MA, CBM 1.6, max lvl 6, NI, Assimilation - Olm/Man and Louist/Ulm win! (http://forum.shrapnelgames.com/showthread.php?t=47574)

Olm August 5th, 2011 04:01 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Quote:

Originally Posted by Valerius (Post 781530)
Well, as you pointed out, the naked ladies do need some help. ;)

:mad:
Quote:

Originally Posted by Valerius (Post 781530)
Quote:

Originally Posted by Olm (Post 781520)
But I have one question concerning game mechanics:Is it correct that even stone beings like the crusher are petrified by the gorgon?

Yes, monsters with the stone being attribute will still be petrified by the gorgon (and the Aegis, a unique magic item not present in this game). However, they will not be petrified by the Stone Sword (another unique item).

In my opinion stone beings should be immune to the effect. Either they turn to stone which shouldn't bother them or they instantly die, which as lifeless shouldn't bother them either. So what destroys them?
Well, I have to live with the rules as they are.
Quote:

So when fighting the gorgon you want either ranged attacks or high MR units for melee battle.
Yes,I figured that much. But you are quite well protected against ranged and I don't know how to get anything to lets say MR 20. (The Thug had MR 13 and died instantly). I guess I will have to regroup and figure something out.

Valerius August 5th, 2011 02:43 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Quote:

Originally Posted by Olm (Post 781534)
In my opinion stone beings should be immune to the effect. Either they turn to stone which shouldn't bother them or they instantly die, which as lifeless shouldn't bother them either. So what destroys them?
Well, I have to live with the rules as they are.

I see what you're saying and it would hardly be unbalancing to make stone units immune but I also don't think it's moddable and I guess it's WAD since I don't think it's on the bug list. Not really sure of the thematic logic, though. Btw, I ran a quick test and blindness doesn't help either. So even if you can't see the gorgon she'll still get you.

Quote:

Originally Posted by Olm (Post 781534)
Yes,I figured that much. But you are quite well protected against ranged and I don't know how to get anything to lets say MR 20. (The Thug had MR 13 and died instantly). I guess I will have to regroup and figure something out.

Yeah, it was basically 50/50 that your thug would die each time he attacked. When you factor in his poor attack skill I figured the gorgon would survive long enough to kill him. I was actually more worried about your other troops and that you might bring in reinforcements.

As far as thugs equipped for killing her, you could try summoning something like sleepers or bane lords (if you have D access) or even use your recruitable lord wardens. Possibly give them a forged weapon and rainbow armor if you'd like to boost their MR and then have mothers of avalon cast gift of flight so the thugs are attacking while the gorgon is still buffing. You could also use a W random crone to cast quickness on the thugs.

Olm August 5th, 2011 04:01 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
I might be a noob (in MP), but I do not have to be educated by my enemy ;)
That just feels like not being taken seriously. And I still hope that you will regret that.
I figured by myself that I have Lord Wardens with MR 16. But thanks for the information about the rainbow armor, didn't know about its MR buff. But its rather weak as armors go.
I have to deal with some Barbarians and a Vampire count for now, but I will come back to you, fear not.

Olm August 5th, 2011 04:07 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
BTW: If I have a unit with multiple attacks, does it have to check multiple times against petrification.

And your tests, do you do them in a special tool, or do you set up battles in an editor? Or is it just SP games you use for testing?

Valerius August 5th, 2011 05:06 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Quote:

Originally Posted by Olm (Post 781554)
I might be a noob (in MP), but I do not have to be educated by my enemy ;)
That just feels like not being taken seriously.

No offense intended; just being conversational. Anyway, it doesn't sound like I'm telling you much you don't already know. And even aside from that, I'm not telling you anything about about my strategy or my plans. As far as the gorgon goes, you still need to catch her in order to use any of this. And the gorgon is just one unit - I've got some other plans in mind that of course I haven't volunteered any info on. ;)

Quote:

Originally Posted by Olm (Post 781555)
BTW: If I have a unit with multiple attacks, does it have to check multiple times against petrification.

Pretty sure each attack generates a check.

Quote:

Originally Posted by Olm (Post 781555)
And your tests, do you do them in a special tool, or do you set up battles in an editor? Or is it just SP games you use for testing?

I'll just set up a game on small map with two or more nations (no AI nations as that would be annoying). Then I'll recruit or summon the units needed for each side and script the battle as normal. If I want to run the test several times (perhaps with small changes each time) I'll backup the game before the battle occurs so I don't have to set everything up again. Here's a link to the debug mod, though I haven't actually used it. Looks like it might be a few versions old so spells added since then would still need to be set to 0.

Samhain August 5th, 2011 10:07 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
I'm packing for my vacation now. So, I suppose it is also time to request that the hosting interval be changed to 48 hours at least until I get back on the 13th.

As my turns don't take very long right now, it is mostly just a matter of internet access which may be as easy as using my 3G bridge or as cumbersome as heading into town to use the Wifi connection at the library. In any case, 48 hours should be doable.

If for some reason I stale once. Don't worry yet. Help should be on the way. I have a friend lined up ready to step in for me if for some reason I can't connect to the internet at all. If I stale twice, that likely means I can't get in contact with him either and will likely not get a turn in before the 14th.

Valerius August 6th, 2011 12:25 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
We've actually been on 48 hour hosting for the past 10 turns but it hasn't been noticeable since we've still kept up a 24 hour pace. :)

If your friend isn't on the forums please send me their email address. If you want, I can keep an eye on the server and if I don't see your turn I'll assume you don't have Internet access and switch it to their email. However, if they don't submit a turn how would you like to proceed? We can pause the game or slow it down so you only have a couple of stales or look for a short term sub.

Enjoy your vacation!

ghoul31 August 6th, 2011 07:11 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Well that gorgon seems a little bit overpowered.

Now I see why you want max level 6 research. So nobodoy can have any SC's, (except you with you invincible gorgon that killes 50 units every round

Olm August 6th, 2011 03:02 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Wow, great battle. But I wonder how that would have ended with 20 mages casting Mind Burn. MR 17 is not that much. And just a hint to Arco: Antimagic (MR +4 to all allies) should drastically reduce your losses due to petrification.

Louist August 6th, 2011 03:07 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
I caught that gorgon in action as well. All I can say is: Wow.

Olm August 6th, 2011 03:12 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
But as I just have seen in the Hall of Fame, the Prince of Death just went to hell. How did that happen?

ghoul31 August 6th, 2011 03:31 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Quote:

Originally Posted by Olm (Post 781606)
Wow, great battle. But I wonder how that would have ended with 20 mages casting Mind Burn. MR 17 is not that much. And just a hint to Arco: Antimagic (MR +4 to all allies) should drastically reduce your losses due to petrification.

Yea its my fault for not giving them mage support. But I don't understand why he was immune to trample.

Valerius August 6th, 2011 03:47 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Ghoul, it's kind of disappointing you think I setup games to favor myself but I'll mention a few things. First off, I was originally going to play Eriu but when Samhain expressed an interest in them I switched to Pan, since I was having fun with them in Celebrities. Second, if I create games to favor myself I'm quite a failure at it since I've never won one of my modified rules games. Lastly, Arco (and Eriu) are the two nations in this game best equipped to kill the gorgon. As Olm mentioned, I attacked that force because it was a large amount of low to average MR units with no mage support. The exact same techniques you used against Ulm's PoD would have worked against the gorgon - perhaps even more effective since sometime soon those mind burns will turn to soul slays.

Having said that, I'm inclined to agree with you that she's OP. My previous times playing Pan I went with an oracle for a scales strategy. I thought I'd try something different and thought she would also be a useful deterrent against a rush. But like I said, I think she's too much for these settings and that makes it not fun. So I'm going to assign her to a non-combat role, where I can actually also find good use for her. I didn't really put too much thought into her, other than as a rush deterrent, so this isn't a huge sacrifice. Most of my planning was based on strategies for my other units and that is unaffected.

Olm August 6th, 2011 03:48 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
It was almost noon. Wulfhere, the Lord Warden, was late. He just hated to wait, and rather let his opponents do so. He was late, but not too late. Admittedly he had the shortest distance to travel, as the Arena is located in his homeprovince of Livenmark. On the way to the entrance he thought about the things to come. He was chosen by the Mistress to fight for his nation in the death match competition. A great honor, sure, but he could not be proud about it. The war against Pangaea went not so well, he heard. And not one item of power could be spared to raise his chances in the competition. So he went with the usual gear of his caste. What enemies would he meat? Black Knights of Ulm, armored to the teeth, and perhaps with a magic weapon? Or one of the Chariots of Arcoscephale, that could just trample you in the dust. Or perhaps some mages? He did not fear, but he did not give himself a great chance of survival either. Death comes to everyone, and his death would probably come soon.
Wulfhere entered the arena just in time, and met a surprise. He expected lots of visitors to watch the fights and he expected to see the champions doing some final training. But nothing of that could be seen. The Arena was almost empty. There was only one person present. A grizzled old veteran stood in the midst of the fighting pit, wearing an old, battered armor, a black helmet and leaning on a strange looking trident. His face looked somewhat sad, but the look brightened just a little bit as he saw Wulfhere.
"So one came at last!" he greated. "My name is Hector, and I have been in possession of the Champion's Trident for almost 30 years. Now I thought it would be a good idea to pass it along to younger folks. But as it looks, I am almost the only one who thinks this a good idea." He forces a thin smile and looks around. "Well, the time is up, and you are the only challenger. So what are we to do?"
Wulfhere could not believe it. All the other nations did not send anyone? Nobody took the challenge? Perhaps the war went even worse for the other nations? So he would live the day!
"Well as you came all the way from....?" Hector asked. "Ah, just a ten minutes march from here, across the street and than into merchants lane and....." "Yes well, I don't want to know that exactly." Hector interrupted "At least you took the time to come. So we can as well do some sparring. I might be old, but I still have some tricks I could show you!"
And this they did. The two trained the whole day, and man did Hector know some tricks. When the sone set in the east, Wulfhere was bruised and beaten all over his body. But he really really learned a lot.
"You did well, young lad" Hector said. "Now you should belong to the best fighters in the world. And now you really deserve this!" With those words he handed over the Champion's Trident, took one last look, turned around and left the darkening arena without looking back once more.
Wulfhere stood there for a long time, looking at the trident, touching, feeling, caressing it. He thought of what might come, and how he and his new weapon would serve the Mistress. And he thought about the other nations, that missed an opportunity. The arena already lay in utter darkness when he finally left and directed his strides home. Great deeds were awaiting.


Valerius August 6th, 2011 03:49 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Quote:

Originally Posted by ghoul31 (Post 781610)
Yea its my fault for not giving them mage support. But I don't understand why he was immune to trample.

She's size 4 so the chariots couldn't trample her. She's also got awe so between that and their low MR killing them quickly the elephants didn't get many hits on her (not enough to pop mistform).

Valerius August 6th, 2011 03:52 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Quote:

Originally Posted by Olm (Post 781613)
It was almost noon. Wulfhere, the Lord Warden, was late...


Great post, thanks! That was funny and really nicely written. :)

Olm August 6th, 2011 03:55 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Quote:

Originally Posted by Valerius (Post 781612)
So I'm going to assign her to a non-combat role, where I can actually also find good use for her.

So you say I squeezed my brain into coming up with a counter strategy for the Gorgon for nothing? All my preparations are void? She never will step into one of my devious traps?

I don't like this. I would rather have you use her to the best of her abilities. And when she crushes me, at least I learned something.

Olm August 6th, 2011 04:01 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Quote:

Originally Posted by Valerius (Post 781615)
Quote:

Originally Posted by Olm (Post 781613)
It was almost noon. Wulfhere, the Lord Warden, was late...


Great post, thanks! That was funny and really nicely written. :)

Thanks. English is not my mother language, so it's not that polished. But when I realized I was the only one to compete in the death match, this story came to my mind and I wanted to share it.
The DM was quite beneficial for me. Wulfhere went from noob right into the HoF. And the trident is not so bad. Probably perfect to stick it into a Gorgon :)

Valerius August 6th, 2011 04:16 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Quote:

Originally Posted by Olm (Post 781616)
So you say I squeezed my brain into coming up with a counter strategy for the Gorgon for nothing? All my preparations are void? She never will step into one of my devious traps?

I don't like this. I would rather have you use her to the best of her abilities. And when she crushes me, at least I learned something.

The thing is, I *really * dislike OP things so the thought that I might be using one is painful. ;) Not really sure what to do here. Like I said, I don't really find her very fun to use so I don't care either way about removing or not removing her from combat. It's up to you guys. I can remove her, remove her until there's more time to develop counters, or continue using her and let that factor into everyone's assessment of my threat level.

Quote:

Originally Posted by Olm (Post 781617)
Thanks. English is not my mother language, so it's not that polished. But when I realized I was the only one to compete in the death match, this story came to my mind and I wanted to share it.
The DM was quite beneficial for me. Wulfhere went from noob right into the HoF. And the trident is not so bad. Probably perfect to stick it into a Gorgon :)

It's really good and even more impressive since English isn't your native language. Hope you are inspired to write more. :)

Btw, post-CBM 1.6 the trident becomes a helmet and gains some nice bonuses so it's really worth getting since it leaves your hand slots free for other weapons. I used CBM 1.6 for this game because I'm most familiar with it.

Louist August 7th, 2011 12:13 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Quote:

Originally Posted by Olm (Post 781608)
But as I just have seen in the Hall of Fame, the Prince of Death just went to hell. How did that happen?

Arco resumed his attack on me, so I sent my Prince to continue his harassment and liberation of provinces. Unfortunately for him, Pan's Gorgon routed a number of units, most notably Arco's Son of Titan into the province I was attack. His hero sword made rather short work of our poor Prince, dealing 45 damage a blow.

ghoul31 August 7th, 2011 08:00 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Quote:

Originally Posted by Louist (Post 781626)
Quote:

Originally Posted by Olm (Post 781608)
But as I just have seen in the Hall of Fame, the Prince of Death just went to hell. How did that happen?

Arco resumed his attack on me, so I sent my Prince to continue his harassment and liberation of provinces. Unfortunately for him, Pan's Gorgon routed a number of units, most notably Arco's Son of Titan into the province I was attack. His hero sword made rather short work of our poor Prince, dealing 45 damage a blow.


I took A water province with 0 income. oh no. I think thats a good reason to join forces with pangea and let him win the game. LOL

Olm August 7th, 2011 09:18 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Quote:

Originally Posted by ghoul31 (Post 781631)
I took A water province with 0 income. oh no. I think thats a good reason to join forces with pangea and let him win the game. LOL

???
We have dead seas, so all water provinces have income 0.

Louist August 7th, 2011 01:41 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
That water province was still a sovereign state of Ulm :)

Samhain August 7th, 2011 03:21 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Well, my little 3G doohickey is not small-town of Northern Michigan compatible. So, I am calling in my sub, buzzsaw. Have fun, everyone.

Valerius August 8th, 2011 02:34 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Welcome to the game buzzsaw! I've changed Eriu to your email address and you should be receiving your first turn shortly. If for some reason it doesn't arrive you can go to the llamaserver and request a turn resend.

Olm August 8th, 2011 05:43 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
@arco
If you want to coordinate actions, send me a Personal Message.

Valerius August 9th, 2011 01:53 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Pangaea discovered several groups of troublemakers sneaking around its territory this month. Unfortunately these were not the "artists" that have plagued Ulm (and that we know are sneaking around in our territory as well) but heavily armed bandits that slaughtered the provincial defense. These thugs will undoubtedly sneak away to avoid retaliation but Pangaea vows they will be uncovered again - and next time they will face the might of the Pangaean military, not just untrained militia.

Olm August 9th, 2011 11:51 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Quote:

Originally Posted by Valerius (Post 781723)
Pangaea discovered several groups of troublemakers sneaking around its territory this month.

Those were no troublemakers and gave no reason to be attacked.

Quote:

Originally Posted by Valerius (Post 781723)
Unfortunately these were not the "artists" that have plagued Ulm (and that we know are sneaking around in our territory as well) but heavily armed bandits that slaughtered the provincial defense.

They were suddenly attacked by horrific, winged beasts.
So what should they do, but defend themselves?
Fortunately those winged creatures looked more horrific than they turned out to be in battle. They died rather easily when properly treated with greatswords.

Quote:

Originally Posted by Valerius (Post 781723)
These thugs will undoubtedly sneak away to avoid retaliation but Pangaea vows they will be uncovered again - and next time they will face the might of the Pangaean military, not just untrained militia.

Perhaps Pangaean province defence should not look too thoroughly, otherwise Pangaea could end up much shorter on provinces than before.

buzzsaw August 9th, 2011 04:30 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Quote:

Originally Posted by Valerius (Post 781702)
Welcome to the game buzzsaw! I've changed Eriu to your email address and you should be receiving your first turn shortly. If for some reason it doesn't arrive you can go to the llamaserver and request a turn resend.

Thanks!

Got the turn file, but had to do some major updating to my Dom3 game files. I hadn`t played in awhile so I was way out of date. :doh:

Olm August 9th, 2011 06:44 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Quote:

Originally Posted by buzzsaw (Post 781758)

Thanks!

Got the turn file, but had to do some major updating to my Dom3 game files. I hadn`t played in awhile so I was way out of date. :doh:

Welcome!
Be sure to use the CBM version after the latest patch (Link can be found in this thread.)

And I don't know how much Samhain told you, but Pangaea are the evil ones.

Have fun!

buzzsaw August 9th, 2011 08:11 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Pangaea can`t be evil, they are such a charming people.

Valerius August 9th, 2011 09:04 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Quote:

Originally Posted by Olm (Post 781768)
Be sure to use the CBM version after the latest patch (Link can be found in this thread.)

Yes, you'll want to download llamabeast's fixed versions of CBM (link). The mod we are using for this game (attached to the first post) includes these fixes as well.


Quote:

Originally Posted by Olm (Post 781768)
And I don't know how much Samhain told you, but Pangaea are the evil ones.

Evil? This saddens us. We try to rid the world of the mind hunt menace and the thanks we get is constant attacks from the scheming nation of Man.

Speaking of threats, please note that Man has built a fort in almost all of his provinces. What kind of warlike nation does something like that?


Quote:

Originally Posted by buzzsaw (Post 781771)
Pangaea can`t be evil, they are such a charming people.

Ha! So Man, you see the ancient friendship between Pangaea and Eriu is not susceptible to your treachery.


BREAKING NEWS: Apparently the not so ancient friendship between Ulm and Pangaea is however susceptible to Man's treachery as Ulm has now given notice that they will attack in three month's time. So be it. The people of the forest will stand together against the "civilized" nations of men!

Valerius August 9th, 2011 09:16 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Buzzsaw, please enable messaging on your account (unfortunately it's off by default). As you might imagine, I'm interested in talking to the only nation that isn't at war with me. ;)

Olm August 10th, 2011 05:43 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Quote:

Originally Posted by Valerius (Post 781773)

Speaking of threats, please note that Man has built a fort in almost all of his provinces. What kind of warlike nation does something like that?

So Pangaea fears our mighty trampling fortresses!

We ask: Who is the warmonger? He who invests his income into walls to build refuge for his people, to protect his population from the constant threat of invading armies, or he who invests in an ever growing military force?

And if We look at the poor nation of Arcoscephale right now we would rather build two castles per province.

Quote:

Originally Posted by Valerius (Post 781773)
Quote:

Originally Posted by buzzsaw (Post 781771)
Pangaea can`t be evil, they are such a charming people.


Especially the Gorgon is very "charming" indeed. Hasn't she paid you a visit yet? Well I guess it will happen sometime.

Quote:

Originally Posted by Valerius (Post 781773)
Ha! So Man, you see the ancient friendship between Pangaea and Eriu is not susceptible to your treachery.

Well everyone chooses his friends by himself. If this friend turns out to be a petrifying poisonous gorgon We are not the one to criticize the choice. We will only marvel at the beautiful statues decorating Eriu landscapes, when We finally liberate his provinces


Quote:

Originally Posted by Valerius (Post 781773)
BREAKING NEWS: Apparently the not so ancient friendship between Ulm and Pangaea is however susceptible to Man's treachery as Ulm has now given notice that they will attack in three month's time. So be it. The people of the forest will stand together against the "civilized" nations of men!

This is good news for all peoples who want to be free from Pangaean suppression. Stand fast, Arcoscephale, the free peoples will stand together and rid the world from the horrific abomination the gorgon is.

buzzsaw August 10th, 2011 05:08 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
PMs enabled for those who want to bo.....I mean..... work with Eriu.

All patches are up to date, thanks for the heads up.

I`m not so great with the phrases/words you all use and use well.
So it comes down to me speaking in what I know best...buzzenesse.



We isn`t afraid of no stinkin` Gorghuns.In sureness, we gonna have orselfes a gorghunshomrg


Okay maybe a little too radical.I think that Samhain will never let me sub again after I drop the IQ of his people by 40. :D

Valerius August 10th, 2011 11:47 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Quote:

Originally Posted by buzzsaw (Post 781812)

We isn`t afraid of no stinkin` Gorghuns.In sureness, we gonna have orselfes a gorghunshomrg


Okay maybe a little too radical.I think that Samhain will never let me sub again after I drop the IQ of his people by 40. :D

Hmm, Eriu seems to have transformed into Warhammer Ogres. Well, no matter, we in Pangaea aren't a very sophisticated bunch ourselves. :)


And we see the bards of Man have been spinning tales again. Time to set the record straight.

Quote:

Originally Posted by Olm (Post 781788)
We ask: Who is the warmonger? He who invests his income into walls to build refuge for his people, to protect his population from the constant threat of invading armies, or he who invests in an ever growing military force?

And if We look at the poor nation of Arcoscephale right now we would rather build two castles per province.

We would suggest the warmonger is he who continuously attacks Pangaea despite never having once been attacked. And as we previously explained, our war against Arco is for the benefit of the world. Every nation will rest easier knowing that they won't face risk free mind hunts. And of course we first got involved in that war to protect our friend Eriu.

Quote:

Originally Posted by Olm (Post 781788)
Especially the Gorgon is very "charming" indeed. Hasn't she paid you a visit yet? Well I guess it will happen sometime.

Well everyone chooses his friends by himself. If this friend turns out to be a petrifying poisonous gorgon We are not the one to criticize the choice. We will only marvel at the beautiful statues decorating Eriu landscapes, when We finally liberate his provinces

Now this is really going too far. Man knows full well that the gorgon was suffering from an illness called "overpoweredness" and that she has retired to the country. She spends her days reading [researching], talking walks [site searching], and engaging in arts & crafts [forging]. She will of course defend herself if Man's thugs break into her house [the fort she's in] but, as I'm sure Man knows, she is not engaging in offensive action.

Furthermore, even if she were engaged in offensive action she would not attack the noble nation of Eriu. And even if she were possessed by insanity and did so, Eriu is quite capable of causing her to have a bad day.

Valerius August 11th, 2011 01:25 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Well, that was one battle where I was really glad I had berserking troops. Even so, I think if Arco's mages had had one more turn to launch their spells that might have gone the other way.

ghoul31 August 11th, 2011 05:37 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Thanks for an extremely unfun game where I was ganked 2 or 3 on one the whole game.

Valerius, I will be sure to try to gank you 3 on one in a future game.

Olm August 11th, 2011 05:49 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Quote:

Originally Posted by Valerius (Post 781823)
Well, that was one battle where I was really glad I had berserking troops. Even so, I think if Arco's mages had had one more turn to launch their spells that might have gone the other way.

Well it would have made only a minor difference. It was only one of your armies, while it was virtually all Arco had left. So Arco is down for good, or will be in one or two turns. Much faster than I had wished for.
Btw, I don't really get why the revelers are so effective. I made the same experience, but just from the stats I had expected them to do worse.

So you really retired the gorgon. Well it's your choice, but for me, you can use it in whichever way you want. I'll try to ward against her in whichever way I can. My Wardens and Knights of Avalon have rather high MR, so I guess they would survive long enough to do some damage.

Olm August 11th, 2011 07:06 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Quote:

Originally Posted by ghoul31 (Post 781829)
Thanks for an extremely unfun game where I was ganked 2 or 3 on one the whole game.

It's sad you had no fun in this game.
I do not know what went on to let you face overwhelming odds, but you sure did nothing to improve your situation. You did never answer to diplomatic contacts. I made several proposals to join forces. I could have aided you with money, gems, and even items (Your Son of titans would have looked much different in the last battle with a charcoal shield, a firebrand, a pendant of luck, a blacksteel fullplate and an amulet of resiliance for example). Perhaps we could even have coordinated military operations to cut his western access to you.
But you never ever gave a useful answer. All you did here in the forum was complain and weep. So how do you expect anyone could have helped you?

Quote:

Originally Posted by ghoul31 (Post 781829)
Valerius, I will be sure to try to gank you 3 on one in a future game.

This is just ridiculous!

Valerius August 12th, 2011 01:19 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Quote:

Originally Posted by Olm (Post 781830)
Well it would have made only a minor difference. It was only one of your armies, while it was virtually all Arco had left. So Arco is down for good, or will be in one or two turns. Much faster than I had wished for.

Last turn I broke through Arco's walls and Ulm also ended his NAP with me so I decided to take a risk and storm Arco's cap without checking to see what's inside. Of course since he tried to break the siege the battle would have taken place regardless of whether I tried storming the fort or not.

Quote:

Originally Posted by Olm (Post 781830)
Btw, I don't really get why the revelers are so effective. I made the same experience, but just from the stats I had expected them to do worse.

Revelers are my favorite Pangaean troop. Just like centaurs, they get two attacks per round but since they are size 2 you can fit three per square instead of two, for a total of 6 attacks per square as opposed to the centaurs 4. And those attacks can be fairly hard hitting. Base strength of 12, buff them with strength of giants for another 4, and when they go berserk add another 3. While their protection is low, they have decent HP so they've got a good chance of surviving the first hit and then going berserk.

Given the size of your raiding parties I figured I'd outnumber you about 3 to 1 and that numbers would win the day. However they aren't ideal for every situation. Your longbowmen will shred them and in that situation the centaurs are a better choice: slightly better armor, a third more HP, and - most importantly - a shield.

In the battle against Arco I think my curse of stones castings affected most of this tramplers. The harpies, maenads and swarm castings were just to build up a few rounds fatigue on them before they closed with my main force of revelers. Getting Pathos with curse of stones was an added bonus and very useful as he could have been a real problem.

Quote:

Originally Posted by Olm (Post 781830)
So you really retired the gorgon. Well it's your choice, but for me, you can use it in whichever way you want. I'll try to ward against her in whichever way I can. My Wardens and Knights of Avalon have rather high MR, so I guess they would survive long enough to do some damage.

Yes, I really think she's OP for this game. I wasn't really having fun with her anyway. The only regret I have about it is that I was counting on my pretender to use their air magic to shut down opposing archers. Wish I'd decided on the phoenix that I was also considering. :) Anyway, this will be a challenge to figure out another way to deal with those longbowmen.

And while I think she could beat them if she had time to buff, I did have some concern about the Knights of Avalon. They have a charge attack but the scariest thing is their magic attack which could pop her mistform. Another thing that could have been a problem is thugged Lord Wardens.

Louist August 12th, 2011 08:08 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
I haven't had any replies to my post looking for subs. I'm going to post within each of my games, as perhaps some of you would like to babysit my nation in my other games, and perhaps someone there would come baby-sit for this one.

I've got three games I need subs for, starting a week from now (evening of the 19th would be ideal), and lasting until the 27th, when I return from camping.

There's DawnoftheMorning. This one is the most involved, and the one I most need a sub for! Playing as EA Caelum, no mods. Doing decently well, entering into late game.

There's LazyDays, I'm playing LA Arco. It's a small map, approaching mid game, I suppose. Really just need someone to babysit this one, as nothing complicated is going on. Small map, very slow pace, easy work. CBM 1.6

There's Nations. (This game!).

If anyone can take over one or more of these games a week from now, send me a PM.

Thanks!

Valerius August 13th, 2011 02:11 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
I can definitely sub for LazyDays as it sounds like it's just a matter of completing routine tasks. Just let me know what you'd like recruited, research goals to aim for, etc.

As far as DawnoftheMorning goes, I'm willing to sub there if you can't find someone else but it sounds like you're at war and I can't guarantee anything (never played any era of Caelum before).

Olm August 13th, 2011 03:29 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
I will also be on vacation till Thursday.
While I have access to a computer and my mails, my turns tend to get long. Perhaps we could stretch turns a little bit this week, when 2 of 4 are on vacation.

Ah, its early morning, I should read more thoroughly. Louist is away next week, so just forget it.

buzzsaw August 13th, 2011 09:40 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Seems I have a big issue.
Dom3 is loaded on my work laptop and not on my home rig. Used to be but I recently upgraded. I have no access to do my turn file. Can we add a 48 hour delay to the this turn?

Olm August 13th, 2011 10:30 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Quote:

Originally Posted by buzzsaw (Post 781928)
Can we add a 48 hour delay to the this turn?

No problem with me.

Louist August 13th, 2011 02:42 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Quote:

Originally Posted by Valerius (Post 781914)
I can definitely sub for LazyDays as it sounds like it's just a matter of completing routine tasks. Just let me know what you'd like recruited, research goals to aim for, etc.

As far as DawnoftheMorning goes, I'm willing to sub there if you can't find someone else but it sounds like you're at war and I can't guarantee anything (never played any era of Caelum before).

That would be great. LazyDays is really just babysitting. A few forts to recruit mages from. Maybe adjust research. And that's about it

I'll let you know if I don't find a sub for Dawn.

Valerius August 13th, 2011 07:04 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Quote:

Originally Posted by buzzsaw (Post 781928)
Can we add a 48 hour delay to the this turn?

Sure, 48 hours added to the clock.

Quote:

Originally Posted by Olm (Post 781917)
I will also be on vacation till Thursday.
While I have access to a computer and my mails, my turns tend to get long. Perhaps we could stretch turns a little bit this week, when 2 of 4 are on vacation.

How about if I switch it to 72 hour hosting? We'll be on 72 hours as of turn 40 anyway. I doubt we'll need it since we've been moving at a good pace but it will help over the next few weeks with everyone's vacations. Sometimes increasing the hosting interval results in people submitting their turns later but that's not an issue with this group so I don't see a drawback to it.

Quote:

Originally Posted by Louist (Post 781938)
That would be great. LazyDays is really just babysitting. A few forts to recruit mages from. Maybe adjust research. And that's about it

I'll let you know if I don't find a sub for Dawn.

Ok, sounds good. If you can't find a sub for this game then we'll have to put it on hold since you and I are at war beginning this turn.



As regards the game situation, things are getting very interesting. I've got large numbers of enemy troops along my eastern border and don't have enough resources to defend against them all so I'll have to pick my spots, hopefully win some battles, and then capitalize on that.

Olm, I'm annoyed at myself for missing the province connection between 86 and 97. I moved my forces to 89 thinking I'd block your army. Now you've got a good size force running around inside my borders. :mad:

buzzsaw August 16th, 2011 09:10 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Thanks for the extension!

Samhain has new commitments (real life) so I will be offically taking over for him. Please hold your applause. :)

Samhain August 16th, 2011 10:43 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
I have no new commitments, actually. Real life is just normally hectic. I just thought if you were enjoying yourself I should offer the option to continue. It's an option I would want if I were subbing.

Thanks again for taking over for me. And, have fun everyone!


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