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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)

buzzsaw October 13th, 2011 07:21 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
All I can say is nice job Ulm! :up:
You pretty much turned the tables on me. I can`t say I have seen that many master smiths before, and I paid for it. I was not expecting that to say the least.

I think I got a little too lax with the way that army had been rolling along.

Valerius October 14th, 2011 04:19 AM

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

Originally Posted by buzzsaw (Post 785999)
All I can say is nice job Ulm! :up:
You pretty much turned the tables on me. I can`t say I have seen that many master smiths before, and I paid for it. I was not expecting that to say the least.

Magma eruption spam, I assume? That just killed my southern army.


Quote:

Originally Posted by Olm (Post 785687)
No magic movement. And even with left behind troops the two armies shouldn't be able to pass each other, right?
I will have to investigate further.

There was some discussion about this a few years ago, I think. Some people said they'd never seen two armies pass each other, others did. I've never had it happen in MP but I think it has happened to me in SP. Couldn't prove it without a player to confirm the orders they gave but it seemed to me there were a few instances where the AI's forces couldn't have come from any other province and yet our armies passed each other by.

Louist October 19th, 2011 05:22 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Sorry I've been out of the loop folks. I've been knocked out with a nasty flu for the last week, which coincided rather painfully with midterms, so when I wasn't writing an exam I was pretty much asleep or trying to keep my stomach under control!

I'll take some time tomorrow to read through the thread and catch up on the discussion.

With that said: Is it possible to get a 24 hour extension on this turn? I know it's late to ask, and I apologize for that, but I've been staring at my troops for 2 hours now and I still can't really focus on the game. Today's the first day I've really been out of bed in a while, and it's taken a lot more out of me than I expected. I need to call it a night.

If it's not, than no worries.

Valerius October 19th, 2011 10:19 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
No problem; hosting postponed 24 hours. If you need more time just let me know - no need to force yourself to complete turns if you're not feeling up to it.

buzzsaw October 19th, 2011 04:21 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Here`s hoping you feel better. Nasty flu sucks big time, especially during mid terms. :(

Louist October 20th, 2011 01:09 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Alright! I feel rather caught up.

Thanks for the extension. I'm feeling more like my normal self, but I'm still exhausted. Getting up at 6 for class certainly doesn't help.

I'm about to get back to figuring out what to do this turn, but first some commentary:

I'm having a devil of a time countering these raids from buzz. Glamour is a downright pain to counter, and my slow, expensive, but still readily expendable troops just haven't had the right stuff when it comes to battles.

I'm really kicking myself for going with an SC for my pretender. As much as he gave me an early edge, he was useless the instant he died to Arco's Son of Titan. And the lack of diversity is compounding my problems.

I'm scrambling to meke out whatever edge I can, but I really don't have the experience (this is my... 6th(?) MP match, if you count the three first ones where I was taken out almost instantly. The others are still currently running.) to instinctively know what to do next.

Pan's done a wonderful job spreading disease. My sieging army took quite the hit, and what's left is slowly withering away!


Quote:

Originally Posted by buzzsaw (Post 785999)
All I can say is nice job Ulm! :up:
You pretty much turned the tables on me. I can`t say I have seen that many master smiths before, and I paid for it. I was not expecting that to say the least.

I think I got a little too lax with the way that army had been rolling along.

I haven't even seen that battle yet. The turn staled while I was incapacitated, and I haven't had the time yet to go back and load it up. That said, the meager remnants of that army leaves me wondering how much damage I actually did to you.

buzzsaw October 20th, 2011 01:35 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Since I`m awake thanks to the nice drunk couple arguing in the hotel room next to me.

You`ll have to go back to watch it. Granted, I did a number on your non-mage units, but your mages really hurt my mages. It was a great battle to watch.

Wow, husband finally left after 40 minutes of threatening to leave. 5 minues later, the angry drunk wife throws her 13 year old daughter out of the room and says go stay with your father. Oh what fun. Sigh.

Louist October 20th, 2011 02:02 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Alright, turn sent, and I've seen that big battle from the previous turn... quite lengthy!

While I lost almost no commanders during the battle, the 20 who routed were all lost. Sigh.

I did learn some useful things, however! First, fire resistance (even 100%) doesn't protect against magma eruption. Second, Darkness pays incredible dividends for the cost. Third, Relief isn't an instant fatigue reset, and shouldn't be the last spell scripted :(

Louist October 20th, 2011 02:04 AM

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

Originally Posted by buzzsaw (Post 786403)
Since I`m awake thanks to the nice drunk couple arguing in the hotel room next to me.

Wow, husband finally left after 40 minutes of threatening to leave. 5 minues later, the angry drunk wife throws her 13 year old daughter out of the room and says go stay with your father. Oh what fun. Sigh.

At least you don't have to go home to neighbours like that. (I hope!)

buzzsaw October 20th, 2011 02:17 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
I never noticed you had any routed commanders in that one. I was just watching mine get decimated :). Thanks for making me feel better :D

Darkness was real useful, I think you ended up hitting more of your guys then mine, especially when I first started casting it. However, you were able to get my mage who does the deed. :( He was more key to me then almost any other mage.

Thankfully things have finally quieted down next door. I have pretty decent neighbors back home who like the quiet life. Except for the occasional 2:00 a.m. baseball game with the guy who is blind. Still not sure why he was batting though. He did come over and apologize to the wife the next day. :)

Valerius November 15th, 2011 01:44 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
So buzzsaw and I have been talking and I'm obviously on my last legs. That will leave him facing a 2 vs 1 (he basically already is given how little I have left) and while he can drag things out he won't be able to defeat both Man and Ulm.

Olm and Louist, what do you think of the current game situation and how to proceed?

Edit: if you would like to proceed by finishing destroying Pan and Eriu and then fight it out for the win that is of course fine but I've noticed turns have started arriving later and I'm wondering if there's some fatigue setting in.

Olm November 15th, 2011 05:51 PM

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

Originally Posted by Valerius (Post 788606)
So buzzsaw and I have been talking and I'm obviously on my last legs. That will leave him facing a 2 vs 1 (he basically already is given how little I have left) and while he can drag things out he won't be able to defeat both Man and Ulm.

Olm and Louist, what do you think of the current game situation and how to proceed?

Edit: if you would like to proceed by finishing destroying Pan and Eriu and then fight it out for the win that is of course fine but I've noticed turns have started arriving later and I'm wondering if there's some fatigue setting in.

No fatigue with me, but very limited time.
I have rushed many a turn lately.
No real blunder yet, but I guess I could have advanced faster.

I for one am not inclined to battle it out with Ulm anyway. That would be a very lengthy war with unknown outcome. And it could become boring. So if you two do surrender, I am happy to share power with Louist and end the game.
If so I would like to ask some questions about the game before we close the threat.
And I will miss the opportunity to hunt down the Gorgon.

Valerius November 15th, 2011 06:30 PM

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

Originally Posted by Olm (Post 788657)
I for one am not inclined to battle it out with Ulm anyway. That would be a very lengthy war with unknown outcome. And it could become boring. So if you two do surrender, I am happy to share power with Louist and end the game.

I thought the two of you might end up with a shared victory - I certainly wouldn't envy the time it would take for you to fight it out. I'm willing to concede but can't speak for buzzsaw.

Quote:

Originally Posted by Olm (Post 788657)
If so I would like to ask some questions about the game before we close the threat.

Of course; have to have post game analysis. :)

Quote:

Originally Posted by Olm (Post 788657)
And I will miss the opportunity to hunt down the Gorgon.

I didn't actually intend for her to make another appearance. Once the walls of my last fort were breached my plan was to cloud trapeze her into the water without any water breathing equipment. But I wanted to keep her around as long as possible for dominion spread if nothing else.

Valerius November 17th, 2011 07:21 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
I see everyone's turns are in so I guess we're playing on. Ok, just give me five minutes to complete my turn. ;)

buzzsaw November 17th, 2011 09:27 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Sorry, I did not see the replies to this thread.

I believe the game could go on for a long time, but I would concede to the powers of Man and Ulm. :)

Valerius November 17th, 2011 09:50 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Ok, then we just need to hear from Louist. Is Ulm willing to share the throne with Man?

Olm November 18th, 2011 07:14 PM

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

I just arrived in our enemies province Banded Hills.
Through the usual channels I managed to arrange a meeting with our local spy , a bard named Alfred. We are to meet at dawn in a lonesome haybarn. All is quiet and I enter the barn carefully. It only consists of one room, mostly filled with hay and straw. At the far end of the room sits a man on a chair, with his back to me. I say the password, loud enough for him to hear. But there is no answer. I repeat, but the man stays silent. Carefully, out of his reach, my hand on my swordhilt I circle him. As I can see his face, I now this man will never utter another word. It has to be Alfred the Bard, for his Lute lies at his feet. His face is beaten and bruised. Obviously he has been tortured. And I can make out a thin wire around his neck. They strangled him with a string of his own Lute.

And it happened not long ago.

I know what that means, but I feel no panic or even worry inside. Just plain cold anger. As cold as the blade of the frostbrand I now draw. I check my gear and get ready for battle. Now I can hear movement and hushed voices outside the barn. I turn around and slowly walk to the door. They will not have to wait for me. And so they will find out soon, that I am no nearly helpless bard, but a Lord Warden of Avalon. And they will learn what we are capable of.

It's an army of nearly eighty soldiers. Milesians and a flock of black hawks. Lead by two of those arrogant Sidhe Lords. The Milesians and us beat them and their Thuata masters once, and we will do so again, with or against the Milesians, it doesn't matter. I send a fast prayer to the Mistress, and then the hawks are upon me. Laughable, in a second all of them are bound to the ground by vines from my shield. Killing them is no more difficult than killing a duck for supper. Then the main host of spearmen and swordmen is on me. But they can't hurt me. the one or the other strike that comes through doesn't even scratch my marble armor. In return I give them plenty, and soon their ranks get thinned.
The Sidhe use their magic to send phantasms against me. Futile attempt. I can only imagine they are surprised to meet a warrior like me in that barn. Otherwise they would have used their magic wiser.
The first Milesians start to run, and not short after the whole army flees head over heels, the Sidhe giving their horses spores to even be ahead of their soldiers.

Its quiet. The only thing I hear is the rushing of my blood in my ears. All enemies are gone or dead. I am victorious.
After a deep breath I start to collect weapons and armor from my enemies. No soldiers shall carry those swords again. I bring everything into the barn and lay it all around Alfred, at his feet. Then I take a cape of one of the fallen and use it, to clean the bards face. His eyes have seen victory in the end. I close them, so they may rest forever. Then I put the string to the Lute again and bring the instrument into tune.
Two songs I play and sing. One of grief, sorrow and farewell. And one of bravery, victory and a bright future. Songs fitting for a heroes funeral. I lay his instruments into the bards lap and leave the barn without a second look, b setting the hay afire before I walk through the door.

Even if short lived, this shall be a monument to all our brave and heroic spies who died in service to the mistress. In the end we will be victorious.

I don't know what awaits me tomorrow, don't know my next orders, don't know the enemies next move. But I know this day was a glorious one for Avalon.


Valerius November 19th, 2011 04:00 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Olm, thanks for another very nice post. Nice touch with the bard being strangled with his own lute string (and those unrest causing bastards do deserve it). ;)

And on that note, we can call it a game! I've heard from Louist and he is happy to share the victory with Olm.

I think this game saw some good play all around and I'd welcome everyone's impressions of the game and the format. I'll write up a little AAR describing the misadventures of Pan. :p

Olm November 19th, 2011 06:59 AM

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

Originally Posted by Valerius (Post 788830)
Olm, thanks for another very nice post. Nice touch with the bard being strangled with his own lute string

Thank you. The story came to my mind when my Bard was discovered and immediately afterwards my raiding thug in the same province. The Bard died without chance. But the thug did very well and killed most of the PD sending the rest running.
I think Lord Wardens work well in that role against human PD. my standard equipment is a marble armor (or stone boots) a brand a vine shield, a pendant of luck an boots of the messenger.
Quote:

Originally Posted by Valerius (Post 788830)
(and those unrest causing bastards do deserve it). ;)

And on that note, we can call it a game! I've heard from Louist and he is happy to share the victory with Olm.

Great! Peace shall be again in this world, under the rule of Ulm and Man!
Quote:

Originally Posted by Valerius (Post 788830)

I think this game saw some good play all around and I'd welcome everyone's impressions of the game and the format. I'll write up a little AAR describing the misadventures of Pan. :p

I am looking forward to it.
I will write some kind of AAR too, and especially some more questions. I learned very much in this game and am very grateful to you Valerius, for answering all my noob questions.

Could you do me a favor and just do one more turn where only your (preferably fully decked out) gorgon breaks siege. I would very much like to see how the tag team I somewhat specialized for her works. just in case I ever happen to meet a gorgon again.

buzzsaw November 19th, 2011 10:29 AM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Great story, even though it makes my guys seem evil. :)

Great game as well! :up:

Look forward to reading some of the AARs.

Valerius November 20th, 2011 06:43 AM

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

Originally Posted by Olm (Post 788831)
I learned very much in this game and am very grateful to you Valerius, for answering all my noob questions.

No problem, I'm glad I was able to be of some help. The increase in your skill was very noticeable such that I started thinking maybe I should have sent the gorgon at you. :p

Quote:

Originally Posted by Olm (Post 788831)
Could you do me a favor and just do one more turn where only your (preferably fully decked out) gorgon breaks siege. I would very much like to see how the tag team I somewhat specialized for her works. just in case I ever happen to meet a gorgon again.

Sure, we can definitely do that. However, I had cannibalized her gear. If you wait until next turn I can send my prophet to a lab and transfer gear. If you don't want to do that let me know and we'll go with what I've got available now.

Btw, one nice thing about the gorgon is that she's got recuperation. So even if she were killed she'd be able to heal afflictions she received in the process. I could also empower her to compensate for the lost magic levels. But even without any magic an awe+0, fear 5, 90 HP (in strong dominion) petrifying unit would still be very useful.

Olm November 20th, 2011 03:19 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
O.K. we meet on the field of battle in two turns.

Valerius November 20th, 2011 04:20 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Ok, I'll break siege in 53 on turn 70.

Olm November 21st, 2011 06:53 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
O.K.
Here comes some very very short form of AAR. How the game developed in my eyes, and my questions to it:

My Pretender is a rainbow great enchantress with F3A4E2S3 and good scales for income. I figured my nationals would give me enough nature. My idea was to roughly follow Baalz guide. Expanding rather fast and build lots of fortresses. Additionally I wanted to use my Foresters to overtax all my provinces rto 110%
It worked quite well, as I was leader in money or nearly so most of the game.
I started in Province 79. I started immediately south, to block entrance to my lands at the lake. I met the Ulm PoD and nearly killed him with Longbowmen. I agreed with Ulm on a border at the lake and secured it with fortresses. That gave me a somewhat smaller than medium realm with no access to the center. But my lands were very defensible, and I built lots of forts to strengthen that, and to collect more income.
The problem was my lack of access to the smaller nations, so I tried some diplomacy to prevent Ulm and Pan eat them up. Tried to play those other two against each other. Pan finally ended all my efforts by beating down Arco which resulted in the world war with Man and Ulm against Pan and Eriu, that decided the game. I still had access problems to Pan. I was not able to conquer Giants Rest in reasonable time. And behind it there was Rethia with its Plaguewater stream, diseasing my armies. It really took some time until I mustered enough slingers to tear down the walls. Same goes for Livenmark in my heartland, which Pan conquered with a feary trod. It was costly, but Pan held it for a long time.
I tried some tricks to get past the choke point in Giants Rest, going by sea, or by magic and it worked to some degree.
Pan started to send out scouts with banevenom charms, which I found to be very effective, diseasing lots of my many Mothers of Avalon. I sneaked too with Wardens and Lord Wardens. They were quite effective.
But in my opinion what did the trick were the Bards. They are just very, very effective at crippling an economy. And with very expansive Pans, Pan just needs its money.
So to speak of my war against Pan:
What decided it was the absence of the Gorgon and my Bards.
What could have turned the tide were more Pan Thugs/SC's. The last one (Thenetos?) was even stronger than Ares, as he had more MR (28?). He alone was not enough in the end, but 3 or 4 of them could have driven me back.
If I look at my armies now, there is not so much left. Most died from Disease. Only the Knights of Avalon are nearly immune, which makes them even greater units than they are anyway.

Now some questions from me:
What is an effective counter to Bards spreading unrest?
I would like to know some things about Eriu:
-Why did they fare so badly in the beginning? They had a similar starting position as me, with a nice backyard and a very defensible acces to its realms.
Was there an early war between Eriu and Arco?
What happened later to Eriu? Why did he suddenly beat bqack Ulm on large scale? Eriu even reached my southern border. And Ulm gave Gems to me because he thought he wouldn't stand much longer. What was Erius strategy in that successful campaign?
What ended that campaign, and why in turn couldn't Eriu put a stop to Ulms advance afterwards?

I have to say I learned a lot in this game, and I really learned to love Dom as an MP game. Thats why that Eriu comeback fascinates me. In most of the strategy games power scales almost exclusively with size. And if you have a certain size advantage you almost certainly win, because the smaller one has lesser resources every time. But in Dom this seems not to be so strict a case. The smaller one has his chance with good tactics and strategy. And thats really great.

Thanks to all and I am looking forward to the Gorgon :)

Olm November 21st, 2011 07:07 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
Ah, a comment on the settings:
I don't like the dead seas. Make them less important O.K., but this way you gain absolutely nothing by conquering them, and I didn't like that so much.

The absence of independents really makes one concentrate on the strengths of the own nation. Was interesting and surely forced me to learn Man inside out.
What I couldn't understand was that noone contested me with the mercenaries. They were the only means of magical diversification. my two merc mages served me well, forging many a pendant of luck and a fire brand.
I even had a death mage and let him die before summoning at least a reverent :(

Magic only to level 6 i cannot judge yet, since I really never played an endgame yet.
Whats not so good is, that all my mages had nothing to do in the end.
And I sure missed GoH :)

The assimilation part played no role for me. I conquered Pan rather late, and it gave me nothing I didn't have.
I guess that works better with much more nations in the game, preferably really tightly packed. So that half of the nations are gone by turn 30 or so.

buzzsaw November 21st, 2011 07:39 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
I can only comment on Eriu from like turn 33 or so, since I took over for Samhain. He still looks at this thread and may comment on the earlier life.

Eriu had several things going for it at my takeover.

Great research
Good income
Good gems
NAP with Pan

A Sidhe Lord and champion every turn along with a Tuatha was being recruited every turn.. A very minimal amount of non commanders was being recruited as well.

I created two distinct undead armies based on heat and cold. These were supported by Sidhe C/L and Tuatha. More or less, the undead armies were damage sponges while the mages did their things. I was going to create a poison army but it never happened.

Going for Arcos cap, All who could buffed mistform. I used a D4 mage to cast darkness, equipped all my non-thunderstrikers mages with bows of war, set them to eagle eyes and fire closest. I had another mage cast wind guide, another cast arrow fend, and my pretender, who was a rainbow crone, to cast fire arrows. All other mages were set to eagle eyes and spam thunderstrike. Since Eriu gets 50% darkvision, this really tore Ulm up, especially the trolls..... all those poor, poor trolls. :) My army used about 70 mages and 150 or so troops.

After taking over Arcos cap and the surrounding lands I headed on towards 46, 47, 42 enjoying good success until dragons ridge. I had split my army off to grab more land while seiging dragons ridge when Ulm broke seige. With most of my good guys out, he attacked with a very potent army that devastated mine and even killed my pretender. I lost count of the number of master smiths he had that seemed to spam magma eruption.

While the above was going on, I sent a small force of hall of fame, heavily equipped tuatha through the south and into Ulms backyard. I found lots of nice gem sites and was raiding at will, destroying anything that they met, except for troops on forts. I tried to lure Ulm out using glamor and hiding and sniped a few troops but for the most part he stayed put. I cloud trapezed more tuatha in for a total of 10 thugs. This is when i i Had Ulm down to the mat. I think he had 11 provinces left but of course, 9 forts. I could not siege them with what I had and thats where the southern group ran out of steam. I wish I was able to give them some siege weapons, but I couldn`t at the time.

After the defeat at dragons ridge, I sneaked most of the surviving mages out and around Mans area while running a non glamoured suicide force to distract Man. Any troops that went to the West sneaked through and joined my southern army near Ulm which brought them up to 17 thugs. I`m confident at this point that the southern group could stand up to almost anything currently on the map. Over half are in the HoF and the rest were at 3 stars.

Man started doing the raiding in my area and I watched in horror as my unrest started to skyrocket. At one point Arcos was at 350 unrest.

I ended having to set just about everyone on patrol and cast watcher in many provinces, which gives a patrol bonus of 50. That helped at the end, and most of my provinces were back at zero unrest.

I hope I answered some questions you may have had and please ask if you have anymore or need more details. This was like my 3rd MP game in public, had a few private ones at work, so this was a good learning game for me as well.

I really think the success I had was due to the magic cap at level 6. I don`t think Eriu is a powerhouse at end game.


Short Version: Thunder Strike kicks butt.

buzzsaw November 21st, 2011 07:45 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
For me on the mercs, I didn`t have the income to spare, as my commanders were much too important not to recruit.

Assimilation helped some with astral when I took over Arcos, but I was also summoning spectres who gave me some astral as well. Thats when I started mind hunting.

buzzsaw November 21st, 2011 07:56 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
One other note to my AAR, after the dragons ridge battle, I never fought Ulm again on the large scale. He did have dragon ridge swelling with troops/scorpion beasts though. We more or less see-sawed some lands. I think the biggest army I encountered was in the south had 95 troops plus commanders.

I put up a large army in Arcos for when he did strike from dragons ridge.

I would love to hear his account of the battles as I didn`t know I had him that badly off. Even when I had him down to 11 provinces, I figured he was stronger then me.

Valerius November 21st, 2011 08:42 PM

Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
 
I took a sleeping gorgon pretender with some A magic, good scales and strong dominion. I used my national troops for expansion. I didn't expect to be rushed but if someone did get that idea I figured the gorgon would shut them down. My plan was to get a good share of territories and then turtle while I researched and developed a blood economy.

However, I didn't stick with my plan. I became worried about Arco, who seemed like he might turn things around and defeat Ulm after having made peace with Eriu. The thought of risk free mind hunts, soul slay and gifts from heaven really worried me so I attacked. I also really wanted those mystics as fire, water and astral would give me access to 3 of the 4 paths I lacked.

At first I used the gorgon and she destroyed Arco's main army. During this war I decided she was OP for these settings and shouldn't be used. Man attacked while I was still fighting Arco but Arco was in bad enough shape that my decision to just hold off Man while I focused on Arco was successful. But I think before I could even take Arco's cap Ulm declared war as well.

Unfortunately I staled at this point and that prevented me from getting enough troops inside Arco's cap to just hole up there until Eriu was ready to enter the fight. I decided I would fight for Arco's cap and basically lost my entire southern army.

Ulm suffered heavy losses as well but almost all of his approx. 30 mages survived (a fair amount of my mages survived as well). I never recovered from this and after that point my forces largely consisted of maenads and harpies. They were fine for dragging things out and making my forts difficult to take but they couldn't match up with Man or Ulm's forces.

The painful thing about having my pretender out of the mix is that it meant I had no A magic. I was of course aware that under these rules the one type of mage you couldn't summon was an air mage. When I was designing my pretender I considered both the gorgon and the phoenix and later I really regretted not taking the phoenix.

Something I really underestimated was the power of evocation. In that battle for Arco my troops were able to handle Ulm's but the magma eruption spam killed me. In the current version of CBM nature has options like flood of life but here I was completely outclassed and even if I had the phoenix pretender and had done a better job in choosing my fights I don't know if I could have stood up to a nonstop barrage of lightning and magma.

Also, since we were limited to level 6 magic I took drain 2 (I also figured it would help to protect against mind hunts, etc.). This proved suprisingly painful as it meant dryads were fairly useless as researchers. I think I'm the only one who never finished researching everything to level 6.

Valerius November 21st, 2011 10:09 PM

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

Originally Posted by Olm (Post 789067)
What could have turned the tide were more Pan Thugs/SC's. The last one (Thenetos?) was even stronger than Ares, as he had more MR (28?). He alone was not enough in the end, but 3 or 4 of them could have driven me back.

My experience has been that Pan's aren't great thugs. Those prophets worked because they had so many more HP than a normal Pan. And keep in mind that you could easily cast gift of flight on one of your thugs and hit the Pan before he even finished buffing. But the Iron Will heroic ability on my second prophet was a nice bonus given how the first fell to stream of life.


Quote:

Originally Posted by Olm (Post 789067)
If I look at my armies now, there is not so much left. Most died from Disease. Only the Knights of Avalon are nearly immune, which makes them even greater units than they are anyway.

Yes, the Knights were definitely a problem. But in a strange way I was glad you had them because without GoH or the chalice or faery queens it felt kind of cheesy to just be poisoning everything. So at least you a troop option that could deal with it.


Quote:

Originally Posted by Olm (Post 789067)
I would like to know some things about Eriu:
-Why did they fare so badly in the beginning? They had a similar starting position as me, with a nice backyard and a very defensible acces to its realms.
Was there an early war between Eriu and Arco?

Eriu tends to be a slow starting nation and he also had a bad cap location in terms of surrounding provinces. And yes, the first war that broke out was between Eriu and Arco.


Quote:

Originally Posted by Olm (Post 789067)
In most of the strategy games power scales almost exclusively with size. And if you have a certain size advantage you almost certainly win, because the smaller one has lesser resources every time. But in Dom this seems not to be so strict a case. The smaller one has his chance with good tactics and strategy. And thats really great.

Well, size is important in that it will translate into more gold (more mages = better research) and gems and so all things being equal the smaller nation will fall behind - however a small nation can definitely have a chance. If the larger nation has been exhausted by other wars or if the smaller nation has chosen a build that emphasizes strong research they can apply that advantage the larger nation can leverage their superior resources. And of course tactics and strategy (including diplomacy) matter hugely. Being the front runner can really work against you if it just means you get dogpiled. Better IMO to be in 2nd-3rd place and then make a move when you think you can avoid it backfiring on you.


Quote:

Originally Posted by Olm (Post 789069)
The assimilation part played no role for me. I conquered Pan rather late, and it gave me nothing I didn't have.
I guess that works better with much more nations in the game, preferably really tightly packed. So that half of the nations are gone by turn 30 or so.

I agree that it wasn't a big factor and that it would work better in a game with more players. I think everyone would have liked Arco's cap but that was the only one that really turned over for most of the game.


Quote:

Originally Posted by buzzsaw (Post 789072)
Going for Arcos cap, All who could buffed mistform. I used a D4 mage to cast darkness, equipped all my non-thunderstrikers mages with bows of war, set them to eagle eyes and fire closest. I had another mage cast wind guide, another cast arrow fend, and my pretender, who was a rainbow crone, to cast fire arrows. All other mages were set to eagle eyes and spam thunderstrike. Since Eriu gets 50% darkvision, this really tore Ulm up, especially the trolls..... all those poor, poor trolls. :) My army used about 70 mages and 150 or so troops.

After taking over Arcos cap and the surrounding lands I headed on towards 46, 47, 42 enjoying good success until dragons ridge. I had split my army off to grab more land while seiging dragons ridge when Ulm broke seige. With most of my good guys out, he attacked with a very potent army that devastated mine and even killed my pretender. I lost count of the number of master smiths he had that seemed to spam magma eruption.

Those types of battle were to me the highlight of the game. Lots of mages, lots of troops. :)


Quote:

Originally Posted by buzzsaw (Post 789072)
I found lots of nice gem sites and was raiding at will, destroying anything that they met, except for
troops on forts. I tried to lure Ulm out using glamor and hiding and sniped a few troops but for the most part he stayed put.

I cloud trapezed more tuatha in for a total of 10 thugs. This is when i i Had Ulm down to the mat. I think he had 11 provinces left but of course, 9 forts. I could not siege them with what I had and thats where the southern group ran out of steam. I wish I was able to give them some siege weapons, but I couldn`t at the time.

This is actually a very typical pattern for TNN/Eriu - you grab a huge number of provinces with raiding but can't take the forts and gradually the defender starts taking back his provinces. Ideally you want to back up the raiding with an army coming in to take control of the forts and you did just that but when Ulm stopped that army you were left with the raiders. IMO raiding is a nice supplement (and very fun to do ) but you need an army to back it up and really make gains.


Quote:

Originally Posted by buzzsaw (Post 789072)
Man started doing the raiding in my area and I watched in horror as my unrest started to skyrocket. At one point Arcos was at 350 unrest.

I ended having to set just about everyone on patrol and cast watcher in many provinces, which gives a patrol bonus of 50.

That helped at the end, and most of my provinces were back at zero unrest.

The bards certainly did a good job. Heavy patrolling is the best bet, especially if you start it before unrest has gotten too high. But the tricky thing is, at least in my teritory, he also had forces of wardens so I needed something tough patrolling to deal with them when they were uncovered (for instance if I used harpies they might discover the hidden units but they wouldn't beat the sacreds).


Quote:

Originally Posted by buzzsaw (Post 789072)
I really think the success I had was due to the magic cap at level 6. I don`t think Eriu is a powerhouse at end game.

I would definitely agree with that. They are at their best in the midgame and since this game only went up to the midgame it was a good fit for them. The same could be said for Man, which while less thug focused and more troop focused, shares the same paths.

Samhain November 21st, 2011 11:41 PM

Re: Nations - MA, CBM 1.6, max lvl 6, NI, Assimilation - Olm/Man and Louist/Ulm win!
 
I'll try to recap Eriu's early position as best as I can. But, due as the time crunch that forced me out of the game was a creeping condition, I took scant notes.

Here was my design for Cailleach.

Physical: Crone
Awakening: Dormant
Magic: F4W4E4S4D4N4
Dominion: 4
Scales: S2C1L3M1

My strategy was to have a healthy enough gold income to build plenty of forts and push out a Tuatha and loads of Sidhe Lords every turn. Cailleach's purpose was to site search early then later summon some good mid game undead mucle with Hidden in Sand and Hidden in Snow. Spectres, mainly to guard against Mind Hunt, was to be my primary use of Death gems. Later, she would forge key gear for my top thugs.

The bless went far short of the classic Eriu/Tir Na N'Og bless of E9N4+. But, with no indie mages I felt the magic diversity was going to serve me better in the long run than the uber raider bless.

Expansion went well save for getting penned in by mountains and Arcosphale's expansion to his east. I envisioned the 28 cap nation to expand to the southwest after securing its adjacent provinces. Of course, ghoul31 went right into me.

When he built a fort in 40, I felt war was better sooner rather than later. Unfortunately, I completely underestimated the number of chariots he had. My Sidhe Lords couldn't lay down the False Fetters fast enough. He drove me back nearly to my own cap before Ulm weighed in on the other side and I was able to regain some territory before calling for a NAP to turn 36.

Fortunately, I lost no, or perhaps almost no, commanders. Still, I needed some peace to get things back on track. I was too busy at that point for war anyway. I turned the game over to Buzzsaw before things got interesting again.

Valerius November 25th, 2011 05:14 PM

Re: Nations - MA, CBM 1.6, max lvl 6, NI, Assimilation - Olm/Man and Louist/Ulm win!
 
Ok, time for the final showdown. My gorgon is breaking the siege of 53 this turn. I'll force host when I see your turn is in.

Olm November 25th, 2011 05:21 PM

Re: Nations - MA, CBM 1.6, max lvl 6, NI, Assimilation - Olm/Man and Louist/Ulm win!
 
Lets Go.

Valerius November 25th, 2011 05:26 PM

Re: Nations - MA, CBM 1.6, max lvl 6, NI, Assimilation - Olm/Man and Louist/Ulm win!
 
Hosting now...

Valerius November 25th, 2011 05:39 PM

Re: Nations - MA, CBM 1.6, max lvl 6, NI, Assimilation - Olm/Man and Louist/Ulm win!
 
Poor gorgon. :( I guess I should have had better offensive capabilities instead of two shields. I actually thought I might autoroute and under normal circumstances would have made sure to have an escape province.

However, this doesn't change my opinion that the gorgon was OP for these game settings. She's not invulnerable (Eriu's thugs could have done something similar fairly early on and of course Arco had S magic) but having what is essentially a reusable Aegis available in a level 6 max magic game is IMO too much.

Olm November 25th, 2011 05:40 PM

Re: Nations - MA, CBM 1.6, max lvl 6, NI, Assimilation - Olm/Man and Louist/Ulm win!
 
Thanks for the fight.
I tried to do it with not too much mage support, but rather with my own thugs.
What works best are the Troll Kings with Amulets of Antimagic and AP weapon. The Lord Wardens were not bad either but I'd have to pack quite a few with AP to really do the trick. In this fight they were not enough.
Bolas are useless against Fire resistance.
What was strange: No Vine Bow fired. They were all ordered to fire large monsters.
Why did your Eye Shield not work? I thought its blind without chance to avoid it?
And the Vine Schields didn't make much contact either.

Valerius November 25th, 2011 05:56 PM

Re: Nations - MA, CBM 1.6, max lvl 6, NI, Assimilation - Olm/Man and Louist/Ulm win!
 
Quote:

Originally Posted by Olm (Post 789367)
Why did your Eye Shield not work? I thought its blind without chance to avoid it?

There's definitely a resistance roll. I think it's probably just a normal MR roll but I know that high MR units fair a lot better than average MR ones.

Quote:

Originally Posted by Olm (Post 789367)
And the Vine Schields didn't make much contact either.

That's true. Also strange about the vine bows. It might be worth running the battle in debug mode.

Btw, the axe of hate was a nice touch. If that had landed a hit the battle might have been over within a couple of rounds. If I hadn't had the blood slaves as blockers it might have turned out that way (you said no other units but since she can teleport with them and it's easy to restock them with harpies when she's out in the field I figured that was ok).

I also gave the gorgon some gems hoping she might use them to reduce fatigue but of course that didn't happen.

Olm November 25th, 2011 06:19 PM

Re: Nations - MA, CBM 1.6, max lvl 6, NI, Assimilation - Olm/Man and Louist/Ulm win!
 
Quote:

Originally Posted by Valerius (Post 789371)

Btw, the axe of hate was a nice touch. If that had landed a hit the battle might have been over within a couple of rounds. If I hadn't had the blood slaves as blockers it might have turned out that way (you said no other units but since she can teleport with them and it's easy to restock them with harpies when she's out in the field I figured that was ok).

No problem.
I hoped to get you with the axe and the winged shoes before buffing.
The axe of hate seems to me a very good anti SC weapon, i'd definitly bring more next time I face a similar situation.
I tried to Gift of Flight some more units to interrupt you, but my mothers chose their targets poorly.

I just tried the -dd flag the first time and wrote the debug info to a file. But its that much information, I essentially don't understand a thing.
Is there a guide somewhere how to read this?

Valerius November 25th, 2011 06:44 PM

Re: Nations - MA, CBM 1.6, max lvl 6, NI, Assimilation - Olm/Man and Louist/Ulm win!
 
I don't know of any guides and I'm fairly certain it's not in the modding documentation either.

But I see these lines repeatedly:

Too high friendly fire for Forester (unit7965 snr-1)
Too high friendly fire for Forester (unit12599 snr-1)
Too high friendly fire for Sleeper (unit14239 snr-1)
Too high friendly fire for Forester (unit15493 snr-1)


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