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-   -   Concepts of Creation: Ironhawk Suddenly Wins! (http://forum.shrapnelgames.com/showthread.php?t=32051)

calmon January 13th, 2007 08:30 PM

Re: Destruction of Bogus
 
The war between Ermor and Mictlan is on a late stage. After heavy losses on both sites and many battles with different winners our armies are in advance and the lands around the ermorian capital is surrounded by mictlan troops. We still have to plan every move very carefully. Our scouts reported strong heavy enemy troops in every remaining province and there are rumors of sighted wights and more evil undead. Taking out ermor is a hard and bloody task...

The Ermorian assault many month ago was a slap in the face and completly stop our rush in the south against abysia. We'd to move back all our armies.
Our weakness there was utilized by pangaea quite effective. Heavy blessed centaurs flanked by uncountable squadrons of harpies move trough our lands, directly to the abysia capital which was newly sieged by a big r'leyh land expedition army.
After a short hard battle most of the r'leyh army was dead or panicly escaped back in the water, 1 month later the abysian capital was under control of the woodmen from pangaea just as well the former machaka capital.

Morkilus January 15th, 2007 06:22 PM

Re: Destruction of Bogus
 
I've had fun with this game despite being defeated before even the imprisoned pretenders have shown up http://forum.shrapnelgames.com/image...ies/tongue.gif

I've got alot to learn about Dominions 3 and the new CB mod apparently... I'm wondering how the heck I'm supposed to expand with normal troops with the extremely crappy indie commanders. It seems if you don't build a second castle pretty quickly, you're done for.

quantum_mechani January 15th, 2007 07:06 PM

Re: Destruction of Bogus
 
The indie leader nerf is actually changed in the most recent version.

Sir_Dr_D January 15th, 2007 09:43 PM

Re: Destruction of Bogus
 
One of the things I liked best about the mod was the Indie commander nerf. It makes your commanders now as valuable as mages, and makes it a challenage to move your troops around (somehting you have to plan out ahead of time.) Otherwise everyone will just use there castles to build mages, and use Indie commanders, which is boring. It is much more fun to lead troops with national commanders. Indie commanders would then be used for things like, castle building, scouting, suicide runs, fever fetish, and you can attach knights to a mounted commander if you want to delay hold and attack for more then two rounds. You can also put a whip of command on then and have them patrol. This nerf also vastly increases the use of items such as whip of command. The nerf increases the variety and amount of strategies that are usable. I was disappointed that nerf was removed.

Ironhawk January 15th, 2007 11:10 PM

Commanders
 
Its a tough call. On the one hand, I understand the premise of the nerf - to make national commanders more valuable. But on the other hand there is really *nothing* that is more valuable than a mage. There's just no way to get around that.

Good point about the command items, Darrel - I hadn't thought of that!

Micah January 16th, 2007 12:26 AM

Re: Commanders
 
The nation of Shinuyama will not stand for the unwarranted and unprovoked aggression from the nation of Tien Chi. The enemy has attacked our fair and honorable nation without cause. Their attacking force was driven back by the might of our powerful mages, the bravery of the local defense force, and a team of elite warriors that had arrived from the capital to defend the border. Casualties among our brave forces were restricted mainly to the local garrison, which never wants for fresh volunteers, while the attacking force was routed from the field with heavy casualties. The fates are surely on our side in the struggle, and we shall triumph, much as we triumphed against the aggression of the nation of Marignon.

-Shinuyama

quantum_mechani January 16th, 2007 01:00 AM

Re: Destruction of Bogus
 
Quote:

Darrel said:
One of the things I liked best about the mod was the Indie commander nerf. It makes your commanders now as valuable as mages, and makes it a challenage to move your troops around (somehting you have to plan out ahead of time.) Otherwise everyone will just use there castles to build mages, and use Indie commanders, which is boring. It is much more fun to lead troops with national commanders. Indie commanders would then be used for things like, castle building, scouting, suicide runs, fever fetish, and you can attach knights to a mounted commander if you want to delay hold and attack for more then two rounds. You can also put a whip of command on then and have them patrol. This nerf also vastly increases the use of items such as whip of command. The nerf increases the variety and amount of strategies that are usable. I was disappointed that nerf was removed.

I liked a lot of aspects of it too, but it was not really removed, just toned down. The way it's set up in the current CB version, national commanders are still a 3-5 times better deal as far as direct gold cost for leadership. So hopefully it's a good balance between providing more options, and removing all the micro management created by powergamers trying to use piles of 10 leadership indies.

Ironhawk January 17th, 2007 10:54 PM

Pangean Centaurs on the loose
 
Ughhh!! I feel for anyone neighboring Pangaea. Double-blessed centaurs was bad enough but now with Gift of Health? Ugh!

Morkilus January 18th, 2007 01:25 PM

Re: Pangean Centaurs on the loose
 
Nice job, Calmon, sending your winged monkeys on my only good commander of the army RAMPAGING through your newly-conquered territory. I hope he finds a bucket of water.

calmon January 18th, 2007 04:51 PM

Re: Pangean Centaurs on the loose
 
Maybe we should hire some monkeys for our armies. They do a much better job than parts of them. We just got a report from our northern front where some of our regular infantry filled with very light armed volunteers are crossed the red river early on the day and returned beaten on the afternoon.

calmon January 18th, 2007 04:53 PM

Re: Pangean Centaurs on the loose
 
Anyone know what happens to quantum mechani? He stalled 2 turns in row now and there is no sign that he'll do the current turn.

Ironhawk January 18th, 2007 05:36 PM

Re: Pangean Centaurs on the loose
 
Dunno. He did tell me recently that he was short on time these days.

Ironhawk January 19th, 2007 01:38 AM

Re: Pangean Centaurs on the loose
 
Oooooooooooo atlantis! Tsk tsk!

Sir_Dr_D January 19th, 2007 10:45 PM

Quantum Mechani
 
This is 4 turns in a row now where it Quantum is going to stale. Is it possible for someone to temporaily sub for him?

Ironhawk January 20th, 2007 02:53 PM

Re: Quantum Mechani
 
Maybe I will stop in to the IRC channel and see if anyone knows where he is.

Shovah32 January 20th, 2007 03:03 PM

Re: Quantum Mechani
 
hes on IRC now about to blitz with us

Ironhawk January 22nd, 2007 12:47 AM

Boots of Youth
 
The Green Emperor has grown tired of his mages dying in droves due to old age. This is a general pronouncement that the empire of Pythium is looking to trade with any nation for Boots of Youth. Please send me a PM if you are interested and able to do so. I can pay with gems, forged items, or gold if you prefer.

FAJ January 23rd, 2007 01:02 PM

Bug in the mod
 
Ok, I feel dumb for not noticing this earlier. I set a guy to start summoning seige golems, and I checked my gems this turn and they were higher than I expected. Apparantly there is a bug in the mod that makes the seige golem spell cost zero gems. I assume it is a bug because a summoning spell for zero gems makes no sense to me.

What should we do about this? Just agree not to use it? I already have a couple of them. I don't know if they are particularly good, but it would seem unfair for me to be able to summon 10-15 of them a turn at zero cost.

Is there a fixed version of the mod or something?

Ironhawk January 23rd, 2007 02:39 PM

Re: Bug in the mod
 
I think we should stop using that spell. There is an updated version of the CB mod, but it removes the leadership nerf which would be a pretty radical change from how we are currently playing. My thought is that if you have seige golems now you can keep them but just dont summon any more. If that cripples someones strategy they need to speak up now.

Ironhawk January 23rd, 2007 02:39 PM

Atlantis
 
Also, whats up with the atlantis cheating messages??

calmon January 23rd, 2007 02:45 PM

Re: Atlantis
 
The mod says:

#selectspell "Siege Golem"
#researchlevel 7
#fatiguecost 1500
#end

If this brings the casting costs down to 0 maybe there are other spells with the same problem.

For example:
#selectspell "Juggernaut Construction"
#fatiguecost 1500
#end

What does the spell show when try to cast it FAJ? 0 or 20 earth gems.

FAJ January 23rd, 2007 06:31 PM

Re: Atlantis
 
Shows nothing. Missing the line for gem cost.

Turin January 23rd, 2007 08:53 PM

Re: Atlantis
 
hmm itīs fixed in cbc 1.00, but the version linked in the starting post still has fatiguecost 15, which translates into 0 gems. You could make a gentlemanīs agreement to forge a 15gem item for each golem summoned and to throw that one away.

By the way any feedback on the changed heroes?

Evilhomer January 23rd, 2007 09:19 PM

Re: Atlantis
 
Or better yet, he could alchemise 20 earth gems to astral (becomes 10 astral) and then make those astral into earth gems (5 left). Then he would have lost 15 gems (if that is the cost of the golems) ....

Ironhawk January 23rd, 2007 10:49 PM

Re: Atlantis
 
How critical is it to your strategy to have these golems FAJ? Its a slippery slope to ask someone to do an action that cannot be checked by any other player. At least if we say "no one can build any more seige golems" or a similar blanket statement other players can provide a check & balance via thier existing scouting of that players nation.

FAJ January 24th, 2007 11:27 AM

Re: Atlantis
 
They aren't even that good, I just won't make them anymore. I thought maybe they generated earth gems because my economy wasnt dented by summoning them. A blanket statement of nobody making them anymore is fine with me. In fact, I already have about 5, so I think its fair for others to make up to 5, no? They are just thugs with extremely low defense and attack skill, with seige(100).

As for being critical to my strategy; if I HAD a stratagy I wouldn't be doing as poorly as I am now http://forum.shrapnelgames.com/images/smilies/laugh.gif.

Sir_Dr_D January 25th, 2007 02:57 AM

Re: Atlantis
 
If I decide to create siege golums, I will find a way to throw away the amount of gems they are supposed to cost.

calmon January 25th, 2007 09:11 PM

Re: Atlantis
 
T'ien Ch'i and Oceania seems to be inactive. Maybe we could find some sub for them.

Folket January 26th, 2007 05:23 AM

Re: Concepts of Creation: Conceptual Balance (sign
 
I have been wonder for some time now. Why is 120 and 167 not water provinces?

Folket January 26th, 2007 05:28 AM

Re: Concepts of Creation: Conceptual Balance (sign
 
I also have great problem with site searching. The autocast is not working very good.

Ironhawk January 26th, 2007 05:49 PM

Re: Concepts of Creation: Conceptual Balance (sign
 
Bug in the map, it seems. They should be sea provs, but they are land. I havent done much auto-cast site searching. Werent people just generally complaining about it in dom3 tho? Or do you think its something to do with the mods in this game?

Folket January 26th, 2007 09:29 PM

Re: Concepts of Creation: Conceptual Balance (sign
 
I have seen it once before with a water nation but only with voice of Tiamat, but now all site searching spells are havocing.

Sheap January 27th, 2007 05:16 AM

Re: Concepts of Creation: Conceptual Balance (sign
 
OK, I can set the nonplaying players to AI if that is the consensus.

I can also fix the mod and uplaod a new version, but anyone would have to redownload the mod before casting the spell, or they will get flagged for cheating.

I don't know why Atlantis got flagged for cheating earlier. I looked at the turn it happened, but without the turn previous, I couldn't really see anything. I unfortunately stopped saving all the turns after I put myself AI.

QM tried to play his turn using the beta of the next patch. Unfortunately this is an incompatible version change and thus the server crashed. I had to erase QM's orders, so he will need to replay, using the 3.04 version like everyone else. This resets the turn timer.

Folket January 27th, 2007 06:11 AM

Re: Concepts of Creation: Conceptual Balance (sign
 
Now I understand why I'm cheating. I think it is when I recruit those cheap independent witchdoctors. Seems like they cost only 8 gold.

calmon January 27th, 2007 08:04 AM

Re: Concepts of Creation: Conceptual Balance (sign
 
I can't find the witchdoctors in the mod. Is it a general bug?

In case of the siege golems it would be nice you could fix the mod on the server and offer a new download. It should be only necessary to download it when someone want to cast siege golems.

For the inactive players oceania and T'ien Ch'i i would prefer finding a sub, but if nobody wants it you should set it ai. T'ien Ch'i has an increase of troops this turn but it should be just some militia/flaglants event, right?

Folket January 27th, 2007 09:11 AM

Re: Concepts of Creation: Conceptual Balance (sign
 
I have witch doctors. Very bad mages. Costs 180 in vanilla and 8 in CB.

Micah January 27th, 2007 12:46 PM

Re: Concepts of Creation: Conceptual Balance (sign
 
TC missed a couple of turns, but he is playing...

Sir_Dr_D January 27th, 2007 05:30 PM

Re: Concepts of Creation: Conceptual Balance (sign
 
Its a bit unfair to turn powerfull nations (currently) like Tien-Chi to Ai.That means the nations beside them can then grab there lands, and that is unfair to the others on other parts of the map.

calmon January 27th, 2007 05:33 PM

Re: Concepts of Creation: Conceptual Balance (sign
 
Can any one join the game? Every time i try i got "Waiting for game info" but nothing else happens.

Sir_Dr_D January 27th, 2007 05:55 PM

Re: Concepts of Creation: Conceptual Balance (sign
 
Quote:

Folket said:
Now I understand why I'm cheating. I think it is when I recruit those cheap independent witchdoctors. Seems like they cost only 8 gold.

In the very original mod that was attached to this thread witchdoctors were 8 gp. Closerly after we started the game though, or just before, a patch to the mod was given, where I think that witch doctor bug was fixed.

If your mod says witch doctors are 8 gp, and the server says witch doctors are 120gp, that would explain why it says you are cheating.

jeffr January 27th, 2007 07:16 PM

Re: Concepts of Creation: Conceptual Balance (sign
 
I get the "Waiting for game info" message as well.

Sheap January 27th, 2007 07:37 PM

Re: Concepts of Creation: Conceptual Balance (sign
 
yeah, if you are paying only 8 gold for witchdoctors, then you actually ARE cheating. http://forum.shrapnelgames.com/images/smilies/happy.gif

QM broke the server again. Stop that. QM, you need to play with the 3.04 version. It's back up again.

Sheap January 27th, 2007 11:27 PM

Re: Concepts of Creation: Conceptual Balance (sign
 
QM.

Stop.

using.

3.05.

For.

This.

Game.

Thx.

hako January 28th, 2007 04:53 AM

Re: Concepts of Creation: Conceptual Balance (sign
 
Tien Chi is playing... fact is I have missed 2 turns due some technical probs. That's sorted now. Sorry for not giving you any notice.

Sheap January 28th, 2007 05:55 AM

Re: Concepts of Creation: Conceptual Balance (sign
 
After some mild flogging QM has resolved the problem and the game is now back to normal.

Folket January 28th, 2007 06:29 AM

Re: Concepts of Creation: Conceptual Balance (sign
 
I guess I will edit my mod file then.

Ironhawk January 28th, 2007 04:48 PM

Re: Concepts of Creation: Conceptual Balance (sign
 
Due to excessive server breaking by QM delaying the current turn I would like to formally request that the turn be force-generated at 10pm PT (or earlier) tonight. At least that way I can do a turn today before I go to sleep. If anyone in an earlier timezone wants it before then, thats fine with me, my turn is already in.

Sheap January 28th, 2007 07:39 PM

Re: Concepts of Creation: Conceptual Balance (sign
 
Folket: best would be to re-download the mod from the first post in this thread, as that is the "official" version for this game.

I'll go set Oceania to AI now. They've staled plenty and the extra delay has given them ample time to play.

hako January 29th, 2007 10:03 PM

Re: Concepts of Creation: Conceptual Balance (sign
 
Nation of Tien Chi wishes only to bow towards Ironhawk, we are so thankful for the light you brought to us...

1st class action;)

jeffr January 29th, 2007 10:31 PM

Re: Concepts of Creation: Conceptual Balance (sign
 
Unbelievable!


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