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Re: Faded Magic - No diplo, CBM 1.92, limited magic - Running
what the hell. Do you realize i did play until the last possible turn ? The last 4 turns i was basicly opening up the turn, rallying troops and send the turn. There was nothing i could with 150 ulms to the left, 150x2 pythium to the left and caelum to the top.
Unless im wrong, this game was a test game for the faded magic mod. a TEST game. I did test it until the last possible turn. Scripting the siege would have changed NOTHING, not with the research i had against 150 prot 20 ulm guys. Holy mow. |
Re: Faded Magic - No diplo, CBM 1.92, limited magic - Running
Ragnarok-X, it was a test game in the sense that I changed a lot of settings and I can't vouch for this all being balanced. But it was a real game in that I very much expect people to play to win and to fight to the end. Hrum summed it up well. Yes, I understand that you basically had no chance and that if Ulm didn't kill you then Pythium would have. But what I was asking was that we all play to the last turn, inflicting as much damage as we can. I thought I had made this clear in the game description but I'll try to state it more clearly next time.
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Re: Faded Magic - No diplo, CBM 1.92, limited magic - Running
Tell you what. Tell Ulm to suicide 30 of his high-res troops into pythiums army and be in awe, for balance is finally restored.
In all honesty, these 15 skratti and 2 gwyags would have done nothing with evo 2. Best think would have been self-buff quickness and shapeshift and melee in. |
Re: Faded Magic - No diplo, CBM 1.92, limited magic - Running
In the middle of a business trip - I'd like to request a 6hr extension please!
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Re: Faded Magic - No diplo, CBM 1.92, limited magic - Running
Good timing, I was just checking the forums. :) I'll add 12 hours to play it safe.
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Re: Faded Magic - No diplo, CBM 1.92, limited magic - Running
Difficult turn - I really wasn't sure what action to take. We'll see how things turn out.
And I expect soon enough we'll see which summons people focus on. I am of course very interested to see how this develops. Currently I find these low magic games more fun than normal games with late game magic. I think for the next one I'll try running one in the EA for the first time and I've begun working on the changes for that setting. Given the lack of humanoid SCs I expect having recruitable SCs will be an even bigger advantage than normal but given the number of EA nations that have such units combined with a smaller game there should be enough SC nations to go around if that's what people prefer. I can't possibly go two games in a row without a glamour nation so I'll go with TNN. ;) If any of you would like to play feel free to choose a nation already. The game won't begin for a few weeks yet and will, like this game, have a relaxed hosting schedule and make accommodations for vacations if needed. Btw, I'm enjoying Caelum so far. In test games I found the old age on the mages annoying but manageable. With the exception of winter of year two, in which an absurd number of my mages got afflictions, it hasn't been too bad to deal with. And of course the mobility that flight provides is very nice. |
Re: Faded Magic - No diplo, CBM 1.92, limited magic - Running
I also think next game I'll go with easy research, to get the action started more quickly. Take an awake rainbow pretender and you can have your expansion parties tossing around lightning bolts and fireballs. :p
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Re: Faded Magic - No diplo, CBM 1.92, limited magic - Running
I'm going to need some more time for this turn so I've postponed hosting by 24 hours.
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Re: Faded Magic - No diplo, CBM 1.92, limited magic - Running
Actually it would be great if I could have a further 12 hours as I have restricted (i.e. the family...) access to my DOM computer till get home (3day weekend here)
I am all for another game thats no/limited diplo! Will probably try Lanka (not definite) |
Re: Faded Magic - No diplo, CBM 1.92, limited magic - Running
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