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-   -   Tourmaline - Mod Nations Game (Finished) (http://forum.shrapnelgames.com/showthread.php?t=43515)

Executor August 20th, 2009 04:35 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Quote:

Originally Posted by rdonj (Post 706391)
Says the nation whose research will soon be passing mine with half the number of forts.... I guess I am doing reasonably well though. But I would hesitate to say I am the strongest nation, despite my gem advantage. For one thing my nation is one of the least efficient with gems :P Alugra, haida gwaii, and nehekhara are all probably at least as strong as me. Nehekhara for example is fighting two nations at once right now and not doing so badly.

And yet you perceive me as the most aggressive nation here, at least I don't double team.

Got no money to build forts, one of the disadvantages with Stygia, they consume money like America does oil. And the fact that my dominion kills population doesn't help either, not that it's mentioned anywhere in the nation description.:mad:

rdonj August 20th, 2009 05:21 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Eh, not really. However, back when you were warring with tharoon you made a good scapegoat. Now that I've realized where you are I can see you probably won't be bothering anyone for a while. Me, I am finally at peace and would like to stay that way at least a little while longer :D

Oh, I thought you would have known about the pop killing. Yeah, it is a bit harsh. If it weren't for that stygia would be much, much easier to play. As it is I think you are more or less stuck with armies of yilan tanri. I bleed gold pretty fast too. You should see how quickly I can go 3k gold without even buying any troops.

Burnsaber August 20th, 2009 05:27 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
I've been keeping an eye for this game. Seems like things are heating up. Hopefully the game will end with action instead of some usual Arcane Nexus forfeit. More gameplay testing that way.

Early on I was worried if Alugra is too powerful because Ferrosol got that awesome expansion start. But it seems that City of Wonders has worthy adverseraries in this game.

If any of you need a sub or last stander at any point, just call me.

Executor August 20th, 2009 05:37 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
I don't plan to make any wars in the near future, got my mind set on more important things for now.

Not only did I not know about the pop killing I took death too, and plenty!
Gold? Heh, I think I haven't recruited a single troop for the last 20 turns, not that I didn't want to.

As a side note Crime lords seem to be nice.

rdonj August 20th, 2009 06:40 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Quote:

Originally Posted by Burnsaber (Post 706399)
I've been keeping an eye for this game. Seems like things are heating up. Hopefully the game will end with action instead of some usual Arcane Nexus forfeit. More gameplay testing that way.

Early on I was worried if Alugra is too powerful because Ferrosol got that awesome expansion start. But it seems that City of Wonders has worthy adverseraries in this game.

If any of you need a sub or last stander at any point, just call me.

Yeah, ferrosol has done pretty well with alugra. Even if his pretender died, he is almost finished with his first war and is one of the leading researchers. Alugra is a nation to be feared. But I don't think he performed unreasonably well. Perhaps once alpine joe is defeated he'll have a different opinion to share, however. Sombre's nations sure don't seem to be doing well in this game. It's just me and the ogres remaining out of 5 nations now.

Sucks about all the pop killing. Stygia has those very nice composite bowmen who would be handy additions to the undead horde you have assembled.

rdonj August 21st, 2009 05:02 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Alugra and Nehekhara both staled? Not cool guys.

Also, perhaps I spoke too soon abot stygia...

Alpine Joe August 21st, 2009 06:08 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Quote:

Originally Posted by rdonj (Post 706411)
Quote:

Originally Posted by Burnsaber (Post 706399)
I've been keeping an eye for this game. Seems like things are heating up. Hopefully the game will end with action instead of some usual Arcane Nexus forfeit. More gameplay testing that way.

Early on I was worried if Alugra is too powerful because Ferrosol got that awesome expansion start. But it seems that City of Wonders has worthy adverseraries in this game.

If any of you need a sub or last stander at any point, just call me.

Yeah, ferrosol has done pretty well with alugra. Even if his pretender died, he is almost finished with his first war and is one of the leading researchers. Alugra is a nation to be feared. But I don't think he performed unreasonably well. Perhaps once alpine joe is defeated he'll have a different opinion to share, however. Sombre's nations sure don't seem to be doing well in this game. It's just me and the ogres remaining out of 5 nations now.

Sucks about all the pop killing. Stygia has those very nice composite bowmen who would be handy additions to the undead horde you have assembled.


Well I'm completely dead now,so i'll feel free to comment a bit on relative nation strength.

First off congratulations to ferrosol for killing me off. He used a nice mix of troops, and managed to concentrate strength where I was weak. Other than a few small tactical victories (killing his pretender) he significantly outplayed me. Part of the reason was simply my over-confidence. I took a pretender focused on midgame, and took sloth scales. i didn't expect to get attacked with quite that much focus :)

However, as perhaps the first nation ever defeated by Alugra (or have they been in mod nation games before?) I will make some commentary on their relative strength.

Alugra is a powerful nation. I don't know if I would say overpowered, but they are very very powerful. The alugran smiths caused me no end of grief. 20 natural protection on an encumbrance three unit.....I was wracking my brain trying to come up with a way to kill those guys. My red achilleans, supposedly the finest infantry in the world, and balanced by gluttony, low map move and magic vulnerability, had their butts handed to them royally by the smiths, by virtue of the fact they simply couldn't scratch that huge protection stat. Eventually I just rushed researching Harm, and that was moderately effective, but by then it was too late, and I ran out of blood slaves because blood battlefield mages are idiotic with their slave use..... I can't imagine what a normal MA human nation without access to good (nonfire!) battle magic would do against the smiths.

Watchmen are also an extremely nice unit, and Ferro used them very well by mixing them with a GoR watchmen spamming shockwave.

I don't think either the smiths of the watchmen are overpowered, but both in the same nation, without that nation being the nation of WTFBBQ elite troops, might be a little excessive.

Also Alugra has access to a ton of magic paths, and thugs of various types, a unit with a forge bonus, and big communions.

Its a lot of really good stuff to cram into one nation, and Ferro used it all extremely well. Arga dis certainly isn't a weak nation, but in that situation I definitely felt i was playing with a much weaker hand of cards, metaphorically speaking (although a lot of that was my own poor planning:doh:) I've never been defeated so quickly after such a good early start.

Trumanator August 21st, 2009 06:27 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Sorry about that, it seems that I did my turn and then forgot to send in the turn. Hopefully nothing irrevocable happened.

Executor August 23rd, 2009 02:01 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Shouldn't we do something about Algura and Alchera? They seem to be staleing a lot.

rdonj August 23rd, 2009 05:20 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Yeah, I'm postponing the game 24 hours while I try to contact them and see what we can do about it. If I can't get in touch with them, then I guess I'll begin the search for subs. However I don't expect such a search to be very fruitful given the nature of this particular game. So if at all possible it would be best to try to keep the original players.

the Vanishag August 23rd, 2009 09:19 PM

Re: Going out of town for the weekend
 
Well, I guess I can give up my illusions about people reading my posts (see below).

It's my fault, really. I should have PM'ed rdonj as well as posting.

Quote:

Originally Posted by the Vanishag (Post 706105)
Quote:

Originally Posted by Sombre (Post 706070)
I'm guessing these are the pre update Ogres too. Well done to their commander!

Did you make them even <i>more</i> powerful? I know they have expansion problems, with the blood sacrifice and no cheap blood mages, but I had their perfect counter: etherial troops when the Ogres have no units with magic weapons and limited attack spells, and we fought more-or-less to a standstill.

That said, statttis has been playing them <i>really</i> well.

But that isn't the main reason for this post. I'm going out of town this weekend and will not have Internet access Saturday or Sunday. I should be able to get in any turns that are ready on Friday (Aug. 21st), but if it's not in by 22:00 GMT, it's not coming. After that, if the next turn could be pushed back to Monday (the 24th) at about the same time (22:00 GMT) I should be fine.

Thanks and sorry, everyone.


rdonj August 23rd, 2009 09:56 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Oh damn. A few days ago I had this niggling feeling in the back of my head that I was supposed to be doing something for one of the games I'm admining. So I went to check my PMs and was relieved when I didn't find anything. I am somewhat forgetful so it's a good idea if you need something done at a specific time, remind me when it comes time to do it or I may forget, ESPECIALLY if I haven't gotten a pm.

Trumanator August 23rd, 2009 10:15 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
For future reference- Undead could care less about horrors. They don't have any life to suck, and its not like death holds any terrors for them. But please, do go ahead and waste your bloodslaves.

the Vanishag August 24th, 2009 09:25 AM

Re: Tourmaline - Mod Nations Game (Playing)
 
Quote:

Originally Posted by rdonj (Post 706844)
Oh damn. A few days ago I had this niggling feeling in the back of my head that I was supposed to be doing something for one of the games I'm admining. So I went to check my PMs and was relieved when I didn't find anything. I am somewhat forgetful so it's a good idea if you need something done at a specific time, remind me when it comes time to do it or I may forget, ESPECIALLY if I haven't gotten a pm.

Yeah, it was sloppy/newb-ish of me not to PM you. I'll do better the next time something comes up. Anyway, I'm back, and nothing devastating happened to Alchera while I was gone, so it's no biggie.

rdonj August 24th, 2009 05:27 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
It's my fault too, and I feel bad about it. You DID say you were going to be gone. I need to start writing stuff down or something. I'm glad to hear that nothing too bad happened though.

Lavaere August 24th, 2009 06:00 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
well Skavens gone, so I have nothing against subbing in for someone when the time comes

Trumanator August 24th, 2009 06:11 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Well, its not like Alchera's doing much besides besieging their own cap.

rdonj August 25th, 2009 07:53 AM

Re: Tourmaline - Mod Nations Game (Playing)
 
Alright, burnsaber is in to sub for alugra. We'll see how that goes. I've added an additional 24 hour postponement. Now let's see if we can return to that frantic pace from before the stalings.

Lavaere, I'll keep you in mind if we need a sub later. Thanks for volunteering :)

rdonj August 26th, 2009 02:43 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Sorry about your scout valerius. That fort has an unrest site under it.

Trumanator August 26th, 2009 11:56 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Yowza! I didn't know cloud of death was so badass! Needless to say, its now my goto spell :D

Valerius August 27th, 2009 12:19 AM

Re: Tourmaline - Mod Nations Game (Playing)
 
Quote:

Originally Posted by rdonj (Post 707271)
Sorry about your scout valerius. That fort has an unrest site under it.

No problem; got to expect a certain attrition rate with scouts. :)

Quote:

Originally Posted by Trumanator (Post 707311)
Yowza! I didn't know cloud of death was so badass! Needless to say, its now my goto spell :D

Another of my scouts saw that battle - brutal. I don't know that I've seen that spell used before - certainly not cast as many times as you did. The cumulative effect was impressive.

the Vanishag August 27th, 2009 10:24 AM

Re: Tourmaline - Mod Nations Game (Playing)
 
Alchera = whipping boy of this game. :hammer:

May I have another, sir!

Sombre August 27th, 2009 10:43 AM

Re: Tourmaline - Mod Nations Game (Playing)
 
Quote:

Originally Posted by Alpine Joe (Post 706562)
Alugra is a powerful nation. I don't know if I would say overpowered, but they are very very powerful. The alugran smiths caused me no end of grief. 20 natural protection on an encumbrance three unit.....I was wracking my brain trying to come up with a way to kill those guys. My red achilleans, supposedly the finest infantry in the world, and balanced by gluttony, low map move and magic vulnerability, had their butts handed to them royally by the smiths, by virtue of the fact they simply couldn't scratch that huge protection stat. Eventually I just rushed researching Harm, and that was moderately effective, but by then it was too late, and I ran out of blood slaves because blood battlefield mages are idiotic with their slave use..... I can't imagine what a normal MA human nation without access to good (nonfire!) battle magic would do against the smiths.

Watchmen are also an extremely nice unit, and Ferro used them very well by mixing them with a GoR watchmen spamming shockwave.

I don't think either the smiths of the watchmen are overpowered, but both in the same nation, without that nation being the nation of WTFBBQ elite troops, might be a little excessive.

Also Alugra has access to a ton of magic paths, and thugs of various types, a unit with a forge bonus, and big communions.

Its a lot of really good stuff to cram into one nation, and Ferro used it all extremely well. Arga dis certainly isn't a weak nation, but in that situation I definitely felt i was playing with a much weaker hand of cards, metaphorically speaking (although a lot of that was my own poor planning:doh:) I've never been defeated so quickly after such a good early start.

It's worth noting that Red Achilleans are one of the worst units to go up against Smiths because while they are superb fighters and themselves pretty damn hard to kill, they just don't do that much damage. I can easily imagine how they'd get completely stuck against a wall of prot 20 units with very little fatigue.

Arga Dis does have a couple of units that do significantly more damage though - those with berserk for example. Though against smiths where a hit is usually a kill, I guess they might not get to berserk too much.

Alpine Joe August 27th, 2009 11:06 AM

Re: Tourmaline - Mod Nations Game (Playing)
 
Quote:

Originally Posted by Sombre (Post 707375)
Quote:

Originally Posted by Alpine Joe (Post 706562)
Alugra is a powerful nation. I don't know if I would say overpowered, but they are very very powerful. The alugran smiths caused me no end of grief. 20 natural protection on an encumbrance three unit.....I was wracking my brain trying to come up with a way to kill those guys. My red achilleans, supposedly the finest infantry in the world, and balanced by gluttony, low map move and magic vulnerability, had their butts handed to them royally by the smiths, by virtue of the fact they simply couldn't scratch that huge protection stat. Eventually I just rushed researching Harm, and that was moderately effective, but by then it was too late, and I ran out of blood slaves because blood battlefield mages are idiotic with their slave use..... I can't imagine what a normal MA human nation without access to good (nonfire!) battle magic would do against the smiths.

Watchmen are also an extremely nice unit, and Ferro used them very well by mixing them with a GoR watchmen spamming shockwave.

I don't think either the smiths of the watchmen are overpowered, but both in the same nation, without that nation being the nation of WTFBBQ elite troops, might be a little excessive.

Also Alugra has access to a ton of magic paths, and thugs of various types, a unit with a forge bonus, and big communions.

Its a lot of really good stuff to cram into one nation, and Ferro used it all extremely well. Arga dis certainly isn't a weak nation, but in that situation I definitely felt i was playing with a much weaker hand of cards, metaphorically speaking (although a lot of that was my own poor planning:doh:) I've never been defeated so quickly after such a good early start.

It's worth noting that Red Achilleans are one of the worst units to go up against Smiths because while they are superb fighters and themselves pretty damn hard to kill, they just don't do that much damage. I can easily imagine how they'd get completely stuck against a wall of prot 20 units with very little fatigue.

Arga Dis does have a couple of units that do significantly more damage though - those with berserk for example. Though against smiths where a hit is usually a kill, I guess they might not get to berserk too much.

Well, their only berserking recruitable has only claw attacks, so total damage is still pretty low, not to mention they wouldn't survive a single hit from smiths. THe only arg dis troops that do more damage than the achilleans are the disgustingly expensive cavalry (which I ended up switching too) and the glaive wielding fliers who are also very expensive and resource intensive. Perhaps I should have massed them from the beginning, but i simply was unaware of the protection of the troops I was facing until too late.....

Burnsaber August 27th, 2009 04:51 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Well, Smiths have been problematic form the beginning of the development, but I just love the concept too much to scrap them. I'll give them a bit of a overhaul after this game. Some nations just are in too much trouble when facing them. I'll probably reduce their fire res to 50 (Allowing them to take fatigue from heat auras) and increase enc to 4.

Executor August 28th, 2009 10:40 AM

Re: Tourmaline - Mod Nations Game (Playing)
 
Let's play a quiz!
Who is the nation with, most provinces, most forts, biggest income, biggest gem income, strongest dominion, and a very scary rising research rate?

rdonj August 28th, 2009 12:00 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Oh, oh, I got this one. Stygia! :angel

Sombre August 29th, 2009 08:13 AM

Re: Tourmaline - Mod Nations Game (Playing)
 
Quote:

Originally Posted by Alpine Joe (Post 707377)
Well, their only berserking recruitable has only claw attacks, so total damage is still pretty low, not to mention they wouldn't survive a single hit from smiths. THe only arg dis troops that do more damage than the achilleans are the disgustingly expensive cavalry (which I ended up switching too) and the glaive wielding fliers who are also very expensive and resource intensive. Perhaps I should have massed them from the beginning, but i simply was unaware of the protection of the troops I was facing until too late.....

There are other ways of triggering your berserk units too, using blood magic like bloodletting - but this was probably too early in the game for that. Sworn Brothers in their second form have str 16 also, so they would probably be best for cracking that prot.

Burnsaber August 29th, 2009 01:56 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Early on, smiths had 5 encumberance (but higher attack), back then the best counter was just to drown them in chaff. In hindsight, it was a mistake to bring them to encumberance 3. I'll probably let them keep the fire immunity, but just up their enc back to 5. Then the easiest counter would be just to spam your cheapest troop on them (especially if you have access to markatas/imps or anything with size 1 and def over 12) and watch them flail around wildly and fatigue up.

But back to the point why I'm posting.

Can be pretty please up the hosting time to 36h or 48h soon? My schools starting and I likely won't be able to keep up if we go on with 24h hosting. I had to post a half-assed turn today cause the deadline was closing in fast.

rdonj August 29th, 2009 03:40 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Yeah, we can add more time to the turns. 24 hours Is pretty fast for turn 45. I was enjoying the pace, but it is probably for the best that turns get more time soon. I will switch to 36 hours and we can see if we like it. If that doesn't work out I'll go to 48.

the Vanishag September 1st, 2009 10:17 AM

Re: Tourmaline - Mod Nations Game (Playing)
 
sorry about the stale... I'm not sure what happened. I remember playing the turn, but I'm not sure whether it didn't go through or if I <gulp> forgot to email it in.

It shouldn't happen again.

rdonj September 1st, 2009 11:14 AM

Re: Tourmaline - Mod Nations Game (Playing)
 
Well, it's not a big problem for us... however, looking at the graphs this turn, I think you picked a bad time to stale. Now alugra and stygia are both apparently attacking nehekhara, and he still managed a rather impressive land grab this turn.

So executor, it looks like for once it isn't you on the wrong side of the ganging stick.

Executor September 1st, 2009 01:37 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Rdonj, your info is very wrong. I'm not ganging anyone, nor do I plan to.

rdonj September 1st, 2009 02:17 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Lies! You are the big bad wolf and nehekhara, alchera and the ogre kingdoms are the three little pigs.

the Vanishag September 1st, 2009 10:34 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Quote:

Originally Posted by rdonj (Post 708106)
Lies! You are the big bad wolf and nehekhara, alchera and the ogre kingdoms are the three little pigs.

Oink.

Executor September 2nd, 2009 02:37 AM

Re: Tourmaline - Mod Nations Game (Playing)
 
Quote:

Originally Posted by rdonj (Post 708106)
Lies! You are the big bad wolf and nehekhara, alchera and the ogre kingdoms are the three little pigs.

What does that make you than? The little red riding-hood?

rdonj September 2nd, 2009 09:00 AM

Re: Tourmaline - Mod Nations Game (Playing)
 
Yes. That is exactly who I am.

Executor September 2nd, 2009 07:14 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Who is it that's ganging again rdonj? I'm a little confused?
Get ready to feel the wrath of Stygia.

rdonj September 2nd, 2009 07:41 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
What the crap? Those guys were supposed to be sneaking. I have no idea why my stealthers attacked you :(. Argh, stupid scouts betraying me to the enemy. Well, that certainly has made a mess of things. I guess I have no choice now but to go to war with you. I won't lie, I was certainly planning to go to war with you. You can't be allowed to grow even more powerful by preying on your lessers. But this is a few turns earlier than I'd intended.

Although, I don't see how you're being ganged on. Unless you seriously expect me to think your attack on nehekhara's enemies was a defensive action rather than a calculated land grab, or way to draw me into war ;)

Trumanator September 2nd, 2009 08:05 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Hmmph, right when I start getting control of the situation someone new jumps on me. Bring it on though! The dead do not fear death, for they have already experienced it!

rdonj September 2nd, 2009 08:25 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Well, trumanator, that province I took completely by mistake. Of course I'll have to take the province above it to gain a land route to stygia, you understand. Perhaps we can work something out.

Executor September 3rd, 2009 04:00 AM

Re: Tourmaline - Mod Nations Game (Playing)
 
Hahaha, I wasn't talking about myself, Trumanator is under attack by 4 nations now, that includes you.

Executor September 3rd, 2009 07:20 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Could we switch to a 48 hour schedule now?

rdonj September 3rd, 2009 09:03 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Quote:

Originally Posted by Executor (Post 708521)
Hahaha, I wasn't talking about myself, Trumanator is under attack by 4 nations now, that includes you.

Ah, that's what you meant. Well, I have no real intention of fighting nehekhara at the moment, but I will if he is nwilling to part with that one province. I'm still pretty upset about that last turn, I can't believe I made such a stupid mistake.

Hosting is now set to 48 hours as per your request.

Executor September 4th, 2009 03:06 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Thanks for changing the hosting interval.

This was a halfassed turn from me but better to submit anything rather than nothing, well let's see whay Itza has planned for me.

rdonj September 4th, 2009 04:11 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
I think you'll be pleasantly disappointed :)

rdonj September 4th, 2009 07:14 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
Hmm. Well, I can't say I didn't expect the mindhunts to fail. I was obviously hoping they wouldn't though. Oh well, I'll heal those mindhunters back up eventually. I have to say, this turn does make me worry though. Everything I worried about you doing seems likely at this point. Which is of course to be expected as you are a much better player than I am. I am just hoping you haven't got anything planned that I haven't yet considered. A hope which I find to be rather feeble.

I am not quite sure what to think of this burden of time. On the one hand, my units are all capable of living absurdly long, so they are in no danger of dying in any way, shape or form. On the other hand, I took a pretty big income hit this turn. I did lose 4 200% taxed provinces and a province in my own territory though. I guess I'll wait a few turns and see.

Executor September 4th, 2009 08:01 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
What? Nothing? Just a few lousy mind hunts? You've got to be kidding me!
Why in the world would you try to mind hunt me anyway? All I've got are immortal death mages and astral mages, but now I assume you have the chalice.
At the very least I expected some magic duels.

Bah, losing provinces to skirmish attacks doesn't bother me at all, I've had an upkeep of 3/4 of my income the whole game, in fact, if I didn't attack Ogre my upkeep would be bigger than my income, not that it would matter since the only troops I ever recruited were in the first 10 turns of the game.

What exactly worries you about me? I really don't have much to work with here?

rdonj September 4th, 2009 08:37 PM

Re: Tourmaline - Mod Nations Game (Playing)
 
You have immortal resul al'zaman (what a mouthful) as well, and I was pretty sure that guy was out of your dominion. I figured it was as good a chance as any to try and kill it. Although come to think of it they do have astral on them don't they? D'oh. And I'm not kidding you, I was really unprepared for war that turn. I was expecting to have several more turns to prepare, that land grab thing was a complete fluke. What I planned to do was something completely different.

Also, there is no way I am teleport magic dueling with my slann. After seeing the technique used in noobs vs vets, I have come to the conclusion that doing so would be far too costly for me to justify. Send a 650 gold, 3s mage to magic duel someone and have a good chance of dying? I don't think so. Not yet anyway. I'll need to become slightly more desperate first.

I am worried about the numerous immortal SCs you have wandering around your territory and the fact that you have nature magic :P

Executor September 5th, 2009 11:30 AM

Re: Tourmaline - Mod Nations Game (Playing)
 
Yap, they do have astral on them, but than again they are immortal so the magic duel wouldn't have worked either.
Why does me having nature magic worry you? It's not like I need it for tartarians.

The thing that worries me is your magic diversity, and all the cross paths and high magic levels that you have. You only lack death magic, and luckily you didn't take that on your pretender.
Oh, yes, and that level 9 summon of yours looks nice.:)

Well this should make for an interesting war, although I must warn you, I have no intention crossing over any time soon, so you'll have to meet me in my dominion if you wish to fight.


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