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Re: Unsanity... surely this is modness! Sub wanted for leading nation.
Sorry to always be the one asking for delays here, but could I possibly get a 6 hour delay on this turn? I just got a message back from llamaserver that I sent in the wrong 2h file, and i don't have access to dominions to sort it out until a few hours after the hosting.
If not, one stale at this point doesn't actually effect me too much, so I'll deal with it. |
Re: Unsanity... surely this is modness! Sub wanted for leading nation.
Okay, the dalay's in.
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Re: Unsanity... surely this is modness! Sub wanted for leading nation.
Thanks Greg
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Re: Unsanity... surely this is modness! Sub wanted for leading nation.
Caelum is seeking for a single Ring of Sorcery. We can offer nature, death & astral gems in exchange. Air boosters & Staffs of Storms also available.
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Re: Unsanity... surely this is modness! Sub wanted for leading nation.
Well, that was an interesting battle.
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Re: Unsanity... surely this is modness! Sub wanted for leading nation.
I'm going to update CPCS (CrossPathCombatSpells) soon, which is in use in this game. If anyone has anything to say about the spells added, I'd appreciate if it was posted on the mod thread (see my signature for link). There are other mods in this game that also add spells, but if you're unsure from what mod a new spell in question is, the ones from CPCS are easy to pinpoint.
1) They're all crosspath (with no blood or holy) 2) They're all combat spells 3) They're all between researchlevels 3-6 And if any of you have ideas for new cool spells, I invite you to suggest them. I'm often replacing spells in the mod if I notice that they aren't working as imagined they would. |
Re: Unsanity... surely this is modness!
Trading Flame Helmets for gems and stuff.
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Re: Unsanity... surely this is modness!
It's dissertation time for my wife, and apparently I'm the official spelling and grammar guru. As a result, I haven't had a chance to look at my turn yet. I've given myself an extension.
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Re: Unsanity... surely this is modness!
Sorry for spamming these messages, but I'm going to update Holy War mod soon, which is in use in this game. If anyone has anything to say about the changes in this mod, I'd appreciate if it was posted on the mod thread (see my signature for link). There are other mods in this game that also change stuff, but the workings of the Holy War mod are easy to spot.
1) All of the new holy sites are from this mod. Are they too common? Are the recruits too good? Too weak? 2) All of the new researchable pure holy combat spells are from this mod. "Chastice", "Faith Healing" and "Smite Heretic" are from this mod too. Are they usable? Are they enough to warrant recruiting some priests after turn 20? Could they be too strong even? 3) How about the summons (a'k'a "Call Guardian of X" spells)? They're not meant to be game-breaking, just generally useful. 4) How about the common indy-priest nerf? People okay with it? Here is a list of changes I'm already committed to doing, just in case. Quote:
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Re: Unsanity... surely this is modness!
Well, it looks as if the game will end soon (barring something unexpected happening). I'd like to be the first to thank everyone for playing - 50 turns without anyone staling out must be some sort of record. I've enjoyed all the mods, and am very tempted to start up a similar game after this one ends.
I'd congratulate Caelum in advance, but essentially I'm an optimist and so I'll wait the requisite couple of turns before making official congrats. |
Re: Unsanity... surely this is modness!
Hmm. I didn't make things entirely clear - Caelum has 5 of the 6 VP required for victory and can theoretically Cloud Trapeze a butt-load of Thunderstrike spammers onto any other VP he chooses.
Burnsaber: After some agonising over this, I'll have to treat the remnants of our NAP as null and void with respect to VP provinces at this point. I sincerely apologise, but this pretty much falls under the category of Arcane Nexus/Utterdark etc. |
Re: Unsanity... surely this is modness!
In other news, I'm away for the weekend. Agema will be subbing for me, and I've given him an extension on the turn so that he can get his bearings.
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Re: Unsanity... surely this is modness!
Well done Burnsaber and Caelum on there great victory!
Very impressive, how fast you took those VP's! :first::clap::party: Man's impressive fight to the death cost me any chance I had, turned out to be a good, fun game with all the different mods.:) |
Re: Unsanity... surely this is modness!
Oh lordly that was fast. Good job Burnsaber!
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Re: Unsanity... surely this is modness!
My congratulation to the winner! Good job!
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Re: Unsanity... surely this is modness!
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Thank you, all! But firstly I'd like to thanks all those without whom this victory wouldn't have been possible. Firstly, I'd like to thank my obscene air gem income (I had +11 air gems per turn on turn 20!) which allowed me to humiliate the independent vp province defenders with Staffs of Storms, Air Elementals (from Living Clouds) and Fog Warriors. Apparently the independents just lube up and bend over when facing Ice and Air elementals with mistform. I also Cloud Trapezed all over the place so much that my nation needed an Air Control Unit set up in order to prevent my High Seraphs from colliding to each other in the clouds. Secondly, I'd like to thanks a special site I found which allowed me to recruit Black Priests (the MA Ulm nationals E1 with 100% E/S/F/A adn forgebonus 15), their forge bonus was absolutely crucial in my plans for improved earth magic and their Lightless Lanters allowed me to keep up with Bandar Log's Research. Thirdly, I'd like to thank my D2 High Seraph for forging me my first Skull Staff and summoning my first Mound Fiend, in the end enabling for my Demilichs. Their forgings (Standard of the Damned + Boots of Quickness) and summons paved my road to triumph! Fourthly? Quatrly?, I'd like to thank that +3 water gems site I found around turn 10, which provided me with enough gems to start spamming Bottles of Living Water as soon as I hit con6. Fifthly?, I'd like to thank my superb starting position, which allowed me to expand so that I bordered 3! VP provinces and caressed me in the smooth embrace of the corner position. With my NAP with Bandar Log, I didn't have to worry about backstabbers. Sixthly, I'd like to thank the player of C'tis for fighting to the bitter end, allowing me learn from my stupid mistakes (1.Mammoths are a poor choice of units versus a nation that can spam "Chastice" and 2.When you try to capture a fort, be damn sure that you can take it) and become a better player. Seventhly, I'd like to thank the actions of my fellow players in the last two turns, who spend up their remote attacks in my.. non-vp provinces? I had quite a force mustered in my only non-forted VP province (over 200 troops, 6 thugs, casters ordered to drop Foq Warriors, Mass Regeneration, Mass Protection and Storm on the first turn), but they didn't face a single attack! Also thanks to Bandar Log for poorly guarding that one vp province so that I was able to take it with just one casting of the "Army of the Dead". :D Quote:
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Re: Unsanity... surely this is modness!
Oh man, its over??
I had no idea what was going on in the world Didn't even give me time to wipe out Jotunheim :) |
Re: Unsanity... surely this is modness!
It was a pleasure to try to stem the tide and keep my Marshlands;) Your thunderspamming mages were too much for me, though;)
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Re: Unsanity... surely this is modness!
Also congrats to everyone on sticking with the game, having no one stale out an entire game is a huge accomplishment.
I would definitely play in Unsanity 2 with as many people from this game as possible, if someone wants to start it up. |
Re: Unsanity... surely this is modness!
Oh dear. Well, that gives me the dubious honour of losing Gregstrom a game :p I completely missed that weak VP province - I think that's part of the problem of taking over complex late games, it's very easy to miss things. I think I'd got SCs onto most of the others.
Congratulations from me, although I'm sure Gregstrom will have more to say when he gets back. |
Re: Unsanity... surely this is modness!
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I have to admit that I got lucky in the Holystone Desert. Killing a mr20 arch devil with Stream of Life (without pen-boosters) is pretty lucky. I also got pretty lucky to pick up all that sweet gear from the independets (like 2 Shrouds and the Ark). |
Re: Unsanity... surely this is modness!
Damn, it's all over. Never mind...
My biggest mistake in the game was to forget, around turn 30 or so, that I needed to be concentrating on capturing VPs instead of being ready for late game fun. AAR... So, early on I was, well, early game BL. 'Nuff said. No SC Pretender, not great starting troops, and no soft provinces around me. Just to add fun, I was starting in a big swathe of wastelands so my early game income growth was guaranteed to be pitiful and my cap was never going to have huge resources... just what I needed really. Still, I took a province north of my capital on turn 4. On turn 5 I found my first site, the Cathedral of the Tablet. Shortly after, I had an extra H3 priest (holy slab - enslave mind and small area holy fire, as well as huge hits and good armour) and a constant supply of the almost reprehensibly useful mystics (90g, H1?1, where ? can be any path - need I say more?). To help more, I got in a successful bid for everyone's favourite mercenary longbowmen. Suddenly, I could kick off a better rate of expansion and had a dirt-cheap source of researchers! I soon had a castle building next to my capital (I know... but it was better than putting a fortified city in wastelands), and then I found that R'lyeh wer getting on the land early to my north and Cealum were to my east. R'lyeh had enough illithids to walk all over my humble monkey forces and small number of Tiger Riders, and Caelum could eat me alive if they got Evo 5, so I was very gled when both asked for a NAP-3. I set to work getting armies south before Caelum could encapsulate me, and just managed to take critical mountain passes before they did. By now, my mystics and yogis were powering up my research and by turn 14 I could finally afford the occasional Rishi, even. I was recruiting sacred units almost exclusively, because with my shabby income I couldn't afford to be making big upkeep payments. I had taken several minor blesses on my Pretender, meaning the various sacreds Holy War gave me via sites were pretty darn good when blessed. Expansion was therefore not too much of a problem. Site searching was easy when I started it - my Pretender bumped round a few provinces to get a starting income in various gem types, and he could make booster items to let various ?1 mystics search all the gem types that national mages couldn't. By this point things were looking safe, so I started clamming. Arco, when I found them, didn't want a war with me - which was nice. I did look pretty good on the graphs, and while I was highly vulnerable from the seas Atlantis and R'lyeh were having a very expensive stalemate from what I could see. At this point I settled in for the long haul, sent B1 mystics blood hunting and did some serious work in turning into MA Lanka. I even had the wonderful Shadow Priests with auto-darkness to help me if I needed them (definitely one of the power sites in Endo's Site Mod). By turn 50 I was in a place where I could start wishing once per turn, and if the game had been a normal one I think I'd have been okay. Unfortunately, I'd taken my eye off the ball as far as VP sites went. I had a small stock of Dakini going, and was working on getting to Rudras when Caelum decided to end their NAP with me. That was a shock to my system that reminded me what the point of the game was. I spammed out items, got all my thug/SC chassis to labs, and started to kit them up with an eye to grabbing VPs before Caelum could invade me with horrible numbers of Seraphs. I was a little too late, and was only able to attack VP provs the turn after Caelum got their 5. I only got 4, as the graphs will show. I lost an attack on Holystone Desert (3 shadow priests =/= 3 Darknesses, and when the first one died from a bad case of Ark, the factor that let me kill off enemy troops with near-impunity disappeared), a couple of other provinces (Restore Natural Order was almost completely ineffective as a mass-damage vs. undead spell, even with pen boosters), and both attacks on the underwater provinces were ineffective. In the case of province 97, I completely underestimated what Mytheology had done to Kraken and lost badly. In the case of province 64, which Caelum had already taken, the remote attack spell I sent in (Sea Dragon Attack) was bugged and the units that actually went in never stood a chance. That was a real shame, as the remote attack occurred before that Kelp Castle appeared and I might have been able to at least render the province independent. I was definitely outplayed, though, and I'm happy to congratulate Caelum on a well-earned victory. It's been a very enjoyable game for me, and I'm seriously considering starting another similar one. Does anyone have feedback on what parts of the mods were good/bad/meh, and ideas for improvements? |
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