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Re: Jotunheim:Utgard AAR
Great writeup!
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Re: Jotunheim:Utgard AAR
Gateway103:
I have noticed inconsistent regeneration by my pretender. Some rounds he'll regen and some he won't. (In his Last battle there was a 2-3 round stretch where there was no regen, with the damage level remaining constant -- very much against the odds as you've observed -- then it suddenly kicked in and from then on kept working as it should.) Does not appear to be any pattern. I have not reported it to IW, but I'm fairly sure there's a subtle bug in their code. The wyrm uses the metals as "fiber" in his diet to keep "regular". http://forum.shrapnelgames.com/images/icons/tongue.gif Norfleet: Ulm was planning to attack the indies regardless, and we both knew it. What I've actually done is trigger a war with them where I wouldn't have had one otherwise for at least 3-4 more months at worst case. I decided to do what I did not because of your paranoid fears but because my main army was in a convenient place to smack them. Had Ulm not gone after Imictan on the same turn I did, there would have been no war. But, based on my experience with Vanheim at Man, once you contest a province with an AI, even if the AI attacks you and not the other way around, a state of war exists. So I thought it best to be prepared. I had no desire to war with Ulm, but neither do I relish their continuing to gobble up the "loose" provinces near me. So I struck first, and let the chips fall where they may. Condors: Thanks! [ March 14, 2004, 10:19: Message edited by: Arryn ] |
Re: Jotunheim:Utgard AAR
<center><font size=1>Turn #39, Early Summer of Year 4
Growing pains.</font></center> <center><font color=darkblue size=1>Part 2 of 2</font></center> Priests are recruited in Melma, Herghendorf, The Promised Land, and Pythium. I raise the PD of Agenor by 1 (to 10), and of the Well by 3 (to 13). I raise 20 PD in each of the newly-conquered provinces of Gipha, Imictan, and Saeborea. A new temple is to be built in Agenor. These preparations drain the treasury of 1076 coins. Taxes remain at zero in Agenor to finish quelling unrest there. I reduce the taxes of Man and Gipha to 60%, Imictan to 40%, and Saeborea to zero to quell unrest in these provinces. The Ivy King Thomm continues a monthly ritual of Awakening Vine Ogres, at a cost of 1 nature gem each month. The Norna Rimdriva alchemizes 4 nature gems into 2 astral pearls, then prepares to invoke the ritual of Acashic Record upon the province of Imictan, for which I allot all 25 of the astral pearls in the treasury. Two Seithkona each forge an Endless Bag of Wine, expending all 10 of my remaining nature gems. The Skratti Tunne forges another Clam of Pearls at a cost of 10 water gems. The Enchantress Ulga forges Winged Boots, for which I allot 5 air gems. The Enchantress Pladina, using a Dwarven Hammer, forges another Dwarven Hammer, at a cost of only 15 earth gems. Swanuth the Firbolg, in command of 20 Jotun spearmen and 8 vine ogres, moves from Saeborea into the independent plains province of Isurian, ostensibly defended by a score of fanatics and light cavalry. The priest Gunthamun, with 4 newly-summoned vine ogres, moves from the Black Alps to Saeborea. The commander Theag, in Ancyrna with 5 troglodytes, will rendezvous with Gunthamun in Saeborea. Tahmar heads from Pythium to the Well, with the intention of picking up the half-dozen longdead giants the seithkona Urd is presently commanding. My wyrm Jorgun will attack the Ulmish province of Arnbeg, which is reported to have approximately a score of black plate and heavy infantries. The priest Arnold will move from Hoburgdorf to Imictan so as to be in position to erect a temple next month. The priest Amalarik, with an escort of 3 Jotun spearmen and 1 Jotun huskarl (spear-armed), heads out from Ashikaga to Herghendorf. The priest Erkeborn moves from Kepess to Gipha, as does the priest Totila from Agenor. Commander Stark moves from Agenor to take command of the fortress at Man. Rod the Firbolg, leading a company of 18 Jotun spearmen and a bodyguard of 5 vine ogres, along with the priests Konrad and Donner (carrying Sceptres of Authority and with one vine ogre apiece as bodyguards), move west from Gipha to attack Vanheim's province of Betane. Four more priests from Agenor, and one from Man, will also rendezvous in Betane for the battle. Resistance is expected to amount to no more than a half-score of light infantry. I split the main army in Ivenmoor into three smaller forces. Commander Ualgo (now carrying a Sceptre of Authority), with 19 Jotuns plus a bodyguard of one vine ogre and one Jotun axeman, is to attack northwest into the plains province of Clon which Vanheim appears to be defending with only 7 light infantry. The priests Albrecht and Geiserek (carrying Sceptres of Authority and with one vine ogre apiece as bodyguards), presently with Rod the Firbolg's army in Gipha, will join Ualgo in the attack upon Clon. Bove is given the Winged Boots that were forged Last month, and commanding 26 Jotuns, will attack northwards into the Ulmish plains of Wold, along with the priest named Erkeborn (carrying a Sceptre of Authority and with a bodyguard of one vine ogre and one Jotun axeman). My prophet Grymis takes command of the remaining 25 Jotuns, plus a bodyguard of one Jotun axeman, and moves northeast to attack the Ulmish forest-covered mountains of Kratas, where a score of barbarians and raptors await. My plan is bold, striking Ulm simultaneously in three locations along my northern border before they can amass forces to threaten me, as well as striking Van at two other weak points along my northwest border, while they are momentarily preoccupied with fending off the Mictlani. And I continue my southward expansion before Arco or Pangaea can take the unclaimed provinces on that border. Turn #39 plotted movement (1174x1002) |
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My paranoia is a GOOD thing that has kept me alive over the years. If I was not as "paranoid" as I am, I would already be dead! Not to mention it serves me excellently in multiplayer, where human behavior is less predictable and safe than AI behavior. Quote:
P.S. Did you get my AAR compilations on the end of the Argitothian Empire? |
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So, I could have ignored Van, the (now-ex) #1 power in the world and let them take Man, grow even more powerful, and permitted them to come right up against my richest provinces (the ones surrounding Ashikaga), for the sake of grabbing some indies which weren't important -- at that time -- that I was using as a buffer against Ulm. And preemptively starting a war with a third-rate nation like Ulm who had been totally passive until I went after Van. I don't think this was ever a reasonable consideration. Had I done this, you would be harassing me about Van instead of Ulm, and rightfully so in such a case. Go back through the AAR and be my guest at finding an appropriate, auspicious moment when it would have been good to grab the indies and/or instigated a war with Ulm (while at the same time stopping Van, the by far more dangerous enemy) -- with the caveat of only using the knowledge available to me at the time, and not 20/20 hindsight. If you can do so, which I sincerely doubt, I'll be gracious enough to acknowledge your point. Otherwise, please give it a rest. You were also harping on Atlantis a while back, and has been amply seen, they have plenty of other ... fish to fry. Had I taken Ministra (as I did Imictan) I would have had yet *another* war I didn't want and been in even worse position to deal with. So far, *my* timetable and plan has been achieving what I feel are acceptable results, methodical or plodding as it may sometimes be. You may find new amusement in seeing (on turn #40) that I am now a tad overextended. Damned if you do, and damned if you don't, Mr. Devil's Advocate. http://forum.shrapnelgames.com/images/icons/icon12.gif Quote:
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I still, however, assert that given that I had been harping about the impending Ulmish situation for a goodly 6 turns, you could have done SOMETHING in that time. http://forum.shrapnelgames.com/images/icons/icon7.gif You did, after all, have your wyrm sit unproductively and unsuccessfully sieging the Fort Man for a goodly 4+ months. Surely that was enough time for a quick stopover. However, what's done is done. Attacking Arnbeg and closing off that tiresome point of exposure is definitely a sound move. |
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I apologize for mixing you and Charon up regarding Atlantis. I wrongly assumed it was you without actually re-reading the Posts. When I went back and reviewed maps, I did so from local JPGs, not by rereading Posts. Also being doped up on antihistamines, decongestants, NSAIDs, and whatnot to keep from drowning in my own juices is not conducive to good memory or good judgment. It's why you haven't seen turn #40 yet. As for Arnbeg, once I'm committed to a war, I can hardly not prosecute it to the fullest of my ability. To do less is to be foolish. http://forum.shrapnelgames.com/images/icons/icon12.gif |
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[ March 15, 2004, 03:18: Message edited by: Norfleet ] |
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Plus, I really really wanted the damn air gems from Man. http://forum.shrapnelgames.com/images/icons/icon12.gif |
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I like to keep labs within easy reach, because that way, my SC can simultaneously serve as a fast-response force to any such emergencies that crop up. The rest state of my SCs tends to always be at/near a lab, where I'm free to teleport/trapeze into any hotspot that requires attention. You probably view labs as something you build only for research and mage production. I tend to see them more as airbases. |
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Trust me. There is no way in hell you are more risk-averse than me. I am the most overcautious, paranoid SOB that my friends have ever met. |
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In an attempt to semi-recreate this AAR, just to sort of play along with similar choices and a few variances, some forced since I still only have the demo, I tried to start this game.
Every time I choose Utgard instead of starting with the Well of Uld or whatever it was, I always start with a Smoldering Crater or something like that which gives 5 fire gems and gives me Demonbred etc to recruit. Is this a problem in the demo, or am I just being REALLY stupid as I've tried it 4 times now and I'd swear I set everything right. |
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v2.08 came out over a month ago and Utgard (as well as at least one major spell) has been broken ever since. Had I known a month ago that IW would delay coming out with a fix I would have saved a copy of the v2.06 demo and posted it to my website. |
Re: Jotunheim:Utgard AAR
<center><font size=1>Turn #40, Summer of Year 4
Cat and mouse.</font></center> <center><font color=darkblue size=1>Part 1 of 2</font></center> This month, no travellers bring word from afar of events in distant lands. Rimdriva's Acashic Record ritual upon Imictan reveals two magical sites: another Sun Ridge (2 fire gems), and a Mercury Pond (2 water gems). Vanheim summons a score of Black Hawks using the ritual Call of the Winds to attack Agenor. No harm, no fowl. Bove, commanding 26 Jotuns, attacks the Ulmish plains of Wold, along with the priest named Erkeborn (carrying a Sceptre of Authority and with a bodyguard of one vine ogre and one Jotun axeman). The Ulmish defense consists of a commander of Ulm, a priest (PD), a master smith, 4 fanatics, 15 clockwork horrors, 5 crossbowmen (PD), and 8 sappers. The Jotuns, with ease, sweep away everything that stands in their way. By the end of the battle, only two sappers manage to elude Bove and his compatriots. The jubilant giants celebrate their victory by dismantling an Ulmish temple for a rock-throwing contest. Erkeborn discovers a Pool of Sanctity (1 water gem) while looking for a place to meditate. My prophet Grymis, commanding 25 Jotuns, plus a bodyguard of one Jotun axeman, attacks the Ulmish forest-covered mountains of Kratas. The Ulmish defense consists of a commander, a priest (PD), a master smith, 2 black knights, 3 black plate infantry (flail), 9 infantry of Ulm (flail), 6 heavy infantry, 15 clockwork horrors, 5 crossbowmen, 5 crossbowmen (PD). The knights and horrors move forward to engage the giants while all the Ulmish armored troops remain at their rear guarding their priest and commander. After dispatching the resilient horsemen, and the horrors (who kill two of my giants in a small swarm of repeated blows), the Jotuns advance directly to the Ulmish rear, hot with vengeance for their fallen brothers. Tough as the Ulmish troops may be they are no match for Jotuns, and it does not take long before the giants are able to thrust forward and skewer the enemy leaders cowering behind their armored soldiers. The nearness of some woods at the rear of the field allows 1 black plate infantryman, 7 infantry of Ulm, 5 heavy infantrymen, and 3 crossbowmen to escape. Grymis instructs his Jotuns to construct a burial cairn for the fallen out of the masonry of an Ulmish temple they find. A Mictlani force comprised of a tribal king, 6 warriors, and 20 slaves attacks Vanheim in Clon. The defense consists of a herse (PD), 4 huskarls (PD), 4 light infantry, 1 archer, and 1 crossbowman. The Mictlani easily rout the Vans to conquer the province. But the Mictlani occupation is very brief ... Commander Ualgo (carrying a Sceptre of Authority), with 19 Jotuns plus a bodyguard of one vine ogre and one Jotun axeman, plus the priests Albrecht and Geiserek (each carrying Sceptres of Authority and with one vine ogre apiece as bodyguards), attacks Clon. The Mictlani rout very quickly, and only their tribal king along with four of his warriors manage to escape the rapidly pursuing Jotuns. It is unfortunate that Mictlan chose this month, the same time as I, to attack Clon. I can only hope that since Mictlan is fully engaged in our joint war with Vanheim, having just been struck by the strong Van army that just retook Ragdan, that they will choose not to try to retake Clon or otherwise attempt to cause me trouble over our unintentional clash. Rod the Firbolg, leading a company of 18 Jotun spearmen and a bodyguard of 5 vine ogres, along with seven priests attacks Vanheim's province of Betane. The defense musters only 1 herse (PD), 15 black hawks, and 5 huskarls (PD). Six of the birds and all of the PD are slain. A Glen of Verdant Greenery (1 nature gem) is discovered while chasing the fleeing Vans. My wyrm Jorgun attacks the Ulmish province of Arnbeg. Ulm musters a defense of 1 commander, 1 priest (PD), 1 guardian, 4 infantry of Ulm (w/shields), 6 barbarians, 3 sappers, 16 slingers, and 3 crossbowmen (PD). Jorgun dines upon a total of 1 commander, 1 priest, 3 infantry of Ulm, 5 barbarians, and 2 slingers, with the remainder of the Ulmish troops fleeing in abject terror. Ulm counterattacks into my province of Ultima Typhia with a force of 1 commander of Ulm, 2 black plate infantry (w/shields), 1 black plate infantry (flail), 5 infantry of Ulm, 4 heavy infantry, 1 amazon, 3 crossbowmen, and 1 archer against my score of Jotun militia PD, led by a Jotun Jarl (PD) and Jotun Herse (PD). The only Ulms to survive and flee back into the mountains whence they came are 3 heavy infantrymen, and the four missile troops. The PD suffers a loss of 3 Jotun militia, who are immediately replaced by fresh volunteers. Swanuth the Firbolg, in command of 20 Jotun spearmen and 8 vine ogres, attacks the independent plains province of Isurian, defended by 3 mounted commanders, 2 heavy cavalry, 8 light cavalry, and 12 fanatics. The only indy survivors, who flee never to be seen again, are a mounted commander, 3 light cavalrymen, and 4 fanatics. One of my scouts in Ulmish territory is discovered while moving into the coastal province of Lish and is killed while attempting to elude pursuit. This month I have expanded my realm by a half-dozen provinces, razing two Ulmish temples and depriving Vanheim of yet one more magical site in the process, and slain a number of Ulm's costly armored troops, as well as two of their precious master smiths, at a cost of only 2 Jotun spearmen lost. Yet despite this success I am troubled, for Ulm still threatens my northern provinces, from Herghendorf to the Well, with three separate threescore-strong armies, any of which might overwhelm my provincial defenders by sheer weight of numbers. My greatest advantage, should they counterattack before my mobile forces can crush them, is the resiliency of my Jotuns in battle, for my troops are stronger, tougher, and more motivated than those of my foes. Of greater concern than Ulm's three armies are two even larger armies from Vanheim. A fourscore-strong Van force has taken the Atlantian mountains of Nifel, just southwest of Man, and I expect that they will soon fall upon the fortress of Man. Atlantis will no doubt retaliate against Vanheim, but not before the Vans have made much mischief for me. More dangerous still is the fivescore-strong Van army of light troops at the Pillar of the World, poised to recapture Beltane and perhaps move to rampage in the wastes to the east of Man, or worse, link up at Man with the army from Nifel. These two Van armies are without a doubt suffering from massive starvation, but they remain dangerous nonetheless. I am playing a game of cat and mouse with my enemies, yet I am unsure who is the cat and who is the mouse. Turn #40 overview (1174x1002) My researchers expect to achieve mastery of the fourth level of Alteration and the eighth level of Construction by the end of the month. My realm has: </font>
Gem income is: </font>
Magical knowledge <font size=1>(stars denote schools being researched)</font>: </font>
<center><font size=1>To be continued in Part 2 ...</font></center> [ March 19, 2004, 04:43: Message edited by: Arryn ] |
Re: Jotunheim:Utgard AAR
Well, as I always say, in a game of cat and mouse, it's always best to be a duck....with an M-14.
Cats, mice, the duck with an M-14 trumps them all. [ March 19, 2004, 04:10: Message edited by: Norfleet ] |
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Why does this bring on a mental image of Daffy Duck?
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No idea. I don't think Daffy Duck ever had an M-14.
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BORING !
>>>THE HORNED KING<<< |
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I'm going to use short words so you can understand me:
IF THIS IS BORING YOU, WHY ARE YOU READING IT? |
Re: Jotunheim:Utgard AAR
<center><font size=1>Turn #40, Summer of Year 4
Cat and mouse.</font></center> <center><font color=darkblue size=1>Part 2 of 2</font></center> I raise 10 PD each in Clon, Wold, Arnbeg, and Isurian. I raise 20 PD in Kratas, and raise the PD of the Well by 4 (to 17). New temples are to be built in Gipha, Imictan, and Saeborea. These preparations drain the treasury of 1092 coins. The taxes of Agenor, Man, Gipha, Imictan, and Saeborea are raised back to normal. Taxes are lowered to 90% in Isurian, 80% in Arnbeg and Kratas, and 70% in Betane, Clon, and Wold. Six nature gems are converted via alchemy into three astral pearls, two of which are then further transmuted into an earth gem. The Ivy King Thomm continues a monthly ritual of Awakening Vine Ogres, at a cost of 1 nature gem each month. The Norna Rimdriva prepares to invoke the ritual of Acashic Record upon the province of Arnbeg, for which I allot all 25 of the astral pearls in the treasury. The Enchantress Pladina, using a Dwarven Hammer, forges another Dwarven Hammer, at a cost of only 15 earth gems. The Skratti Tunne, using a Dwarven Hammer, forges a Clam of Pearls at a cost of only 7 water gems. The Wizard Retheric forges another Clam of Pearls at a cost of 10 water gems. A Seithkona forges another Endless Bag of Wine, expending all 5 of my remaining nature gems. The Enchantress Kara will cast Fires from Afar upon the forces of Vanheim at the Pillar of the World, consuming 10 of the fire gems in the treasury. Rod the Firbolg, leading a company of 18 Jotun spearmen and a bodyguard of 2 vine ogres, along with seven priests (five of whom each have Sceptres of Authority and a bodyguard of one vine ogre apiece), abandons the just-conquered province of Betane and moves south to defend the fortress of Man from possible assault. Ualgo (carrying a Sceptre of Authority), in command of a company of 19 Jotuns plus a bodyguard of one vine ogre and one Jotun axeman, together with the priests Albrecht and Geiserek (carrying Sceptres of Authority and with one vine ogre apiece as bodyguards), will attack west into the mountain province of Banded Hills which Vanheim appears to be defending with twoscore archers and light infantry. Assuming a successful battle, Ualgo will be well-positioned to recapture Betane, should it prove necessary, or to establish a forward fortification from which to continue the campaign against Vanheim. The priest Totila moves from Gipha to Clon. From Heghendorf, the priest Alfred moves to Wold, while the priest Amalarik moves to Kratas. The priest Hermann moves from Melma to Arnbeg, and the priest Alaric moves from Pythium to Isurian. Bove, commanding 26 Jotuns, will attack northwards into the Ulmish mountains of Bergamum, along with the priest named Erkeborn (carrying a Sceptre of Authority and with a bodyguard of one vine ogre and one Jotun axeman). A successful battle will place Bove directly south of the capital of Ulm. Of more immediate interest is the destruction of the Ulmish temple in Bergamum, and its measly five amazonian defenders. My prophet Grymis, commanding 23 Jotuns, plus a bodyguard of one Jotun axeman, moves east to attack the Ulmish forest-covered mountains of Validun, where as many as 70 slingers, amazons, infantry of Ulm, and black plate infantry may await. My prophet's force will be outnumbered and perhaps even outmatched, but my dominion extends into Validun and I am confident that Grymis shall prevail. My wyrm Jorgun will attack the Ulmish forest of Dendra Nigra, which is reported to have approximately 50 bone fiends and slingers. Swanuth the Firbolg, in command of 20 Jotun spearmen and 8 vine ogres, moves from Isurian to the independent farmlands of Helmshire, ostensibly defended by twoscore fanatics, archers, and heavy infantry. Joining them in the battle will be commander Theag from Saeborea, with 5 troglodytes and a bodyguard of 4 vine ogres. Turn #40 plotted movement (1174x1002) |
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I find your upkeep costs a little worrying at present. Have you looked at it?
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EDIT: and if you're alluding to the turn #40 cost, I'm not a believer of Christian superstition. It's just a number. [ March 19, 2004, 09:46: Message edited by: Arryn ] |
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That wasn't my point. It's just that it so happens your upkeep costs of this turn amount to $666.
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Another weapon you can give a commander that normally just stays in the back is the Rod of the Phoenix. It costs quite a bit more than the Sceptre, but has the spell Incinerate that has a 100 precision and can hit from anywhere on the battlefield it seems.
I haven't had a chance to try the Sceptre of Authority yet to see how they compare, but Last time I played Arco and had lots of extra fire gems lying around, I put the rods on my Strategos commanders whom I normally keep out of battle to use their standard bearer ability to keep troops fighting. Armed with the rods and quickness boots, they could do some real damage from long range that helped turn some battles for me. Once in a while they would even take out enemy commanders towards the beginning of the battles http://forum.shrapnelgames.com/images/icons/icon7.gif . Also, the Incinerate spell on the rod would only take 5 fatigue per cast. I am not sure if that is normal or not, but it is a lot less than the spell of the same name. |
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Arryn: I just finished reading through your AAR from the beginnning, and I want to say: Thanks! The level of detail in which you cover all aspects of the campaign has been very educational and interesting for me.
Some questions I'm curious about: - A few turns back, all the shield colors on your game maps changed colors - You can change them mid-game with that mod? - Didn't you create a Bane Lord or some other undead nasty a while back? I don't recall seeing him mentioned for a while now (unless I'm forgetting things). What is he doing now? - You don't have a lot of death gem production, but have you considered either using what you have to do a few death site searches to boost you income, or using them to produce a horde of spirits you could use as part of a war on Atlantis? - IIRC, a few times, you mentioned a province having a VP, making it likely to have magic sites. What is a VP? - Have you considered using mercenaries at all? Do you not like them? It seems like they could be a pretty good value in some cases. I don't recall you mentioning them at all here. Norfleet: Have you at all considered writing an AAR for an undead campaign, maybe from an MP game? I gather from what you've written here that the strategy for the undead is very different, so I think it'd make for a very educational read. [Edit - added mercenary question I had forgotten in include originally] [ March 19, 2004, 17:56: Message edited by: LintMan ] |
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EDIT: one such use which I've neglected until now is to make Fever Fetishes and give him one ... Quote:
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To get more use out of the preciou few Rod of Phoenix you may forge out of your limited fire gems, you may consider giving the lucky pyromanic Energizer Bunnies a Boot of Quickness and possibly an Amulet of Resilience (for reinvigoration 5). While neither of these equiptment are cheap gem-wise given your current gem income (W22,N11), they really make those bunnies go the distance. With just BoQ, you'll kill 2 each turn, with enough fuel to go for 10 turns. With the Amulet also, you'll extend the effectiveness to 2 kill/turn for 20 turns, and then 1 kill/turn for the rest of the battle (effectively giving you 2+ rods, but spreading the cost among 3 gem types. Too bad you can't use these 2+ virtual rods at different places simultaneously...) And if you are lucky, some of them may even pick up Heroic Quickness with all the firework http://forum.shrapnelgames.com/images/icons/shock.gif This way you can reap the benefit of the Rods without mass producing them (your fire gem income is 18, which means it'll take 2 turns to make just a Rod, without alchemy of course. So you can't really mass producing them yet) Just a thought http://forum.shrapnelgames.com/images/icons/icon10.gif -Gateway103 [ March 20, 2004, 07:25: Message edited by: Gateway103 ] |
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#1: I'm old, and I have a long beard. If I don't write it while I still remember it, I'm not going to remember it in any detail. #2: I tend to play games that run at a fair clip: It's a little difficult to gather enough to do an accurate reporting, although I did PM the final turns of "The Revenge" to Arryn. If Arryn wishes to help compile them, perhaps editting some of my snarkier comments out, that'd be fine by me, as the game is now more or less over. #3: I rarely play undead Ermor in SP in anything other than test games. It's too much like napalming fish in a barrel. |
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Keep in mind people that there are alot of ways to do an AAR. Some prefer a more RPG Version with comments from the god and reports from scouts, planning sessions with generals and maybe even some chewing outs. Others prefer a more strategy-game format. Blow-by-blow with discussions about unit stats and less use of names in referring to commanders or provinces. And of course some are somewhere in-between. We arent all going to agree on the style we like but since some will like and find it useful then its a desired AAR.
Personally Ive been debating trying one myself. Online. Lots of links to captured images of the map, battle replays, scoreBoards. I dont think Im disciplined enough to do either strategy or RPG by itself. I will probably bounce back and forth but if I use italics to refer to out-of-roleplay comments then that seems to be kindof standard. Actually I think the standard seems to be to use regular text for whatever style you would use the most, and italics to mark whichever style is lesser. In my case I think RPG would be dominant. |
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This AAR (just my opinion) was not that good. Maybe next time.
>>>THE HORNED KING<<< [ March 23, 2004, 04:16: Message edited by: Zen ] |
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Since you didnt mention what you felt would be more to your liking Im afraid that I cant point to other AARs here that you might enjoy but feel free to read them all and stick with the ones you find enjoyable. [ March 20, 2004, 17:29: Message edited by: Gandalf Parker ] |
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Hey Arryn,
Wonderful, AAR, I recieved my copy of DOM2 two weeks ago. I was just getting killed everytime. Mostly due to laziness and missing things I should not have. But after reading this AAR and taking some of the advise you Norfleet, Zen and others have posted here I finally won a game as the Jotuns. Now I am trying one as the ACRO with higher AI levels. Once again thanks and keep up the good work. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Jotunheim:Utgard AAR
I would also like to chime in with congratulations for Arryn on this wonderful AAR. The rp'ing ones are nice, but sometimes (especially for us new players) the pure strategy element is nice.
I'm thinking of starting a newbie AAR (i.e. an AAR from a completely acknowledged neophyte) in the hope that I can get pointers in the middle of the game that might prompt some good strategy commentary from the experienced crowd... something like a 'simulator' run in a more advanced setting, with the older players (and I mean more experienced http://forum.shrapnelgames.com/images/icons/icon12.gif ) acting as the training officers. If it would work as planned, I would imagine it could be a good read for new players. Also, Arryn, with the risk of making this go even slower, I'm thinking of the possibilities of explaining more often why you are doing certain things. Personally, I haven't looked at the screenshots, but I think I'm going to need to so as to fully comprehend the situation, tho I'm learning the Orania map quite well, actually. Anyways, good job, and keep it coming. I'll post more often now that I've read the whole thing. It's taken me a week or more of hit-and-run reading to finish this! http://forum.shrapnelgames.com/images/icons/icon12.gif Wyatt |
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I strongly urge you to go forward with your own AAR. IMO, you can not have too many newbie AARs, and certainly never too many if they are well-written (informative and interesting). With regards to my AAR, you do need to look at the screenshots to get a feel for the overall strategic situation. It's one thing for me to describe that I will attack province X containing Y numbers of enemies with Z number of my troops, and another to actually see what it looks like on the map with the relative army strengths. You can also see ALL the potential enemy threats, some of which I sometimes won't mention in the text because I know that they can be seen on the screenshots. I will endeavor to try to go into even more detail as to why I do some of the things I do (and when I do them). One example that you may wonder about is why I've researched schools in the order I have. I'll make a special post about the choices I've made in this regard to fill you (and others) in on it. |
Re: Jotunheim:Utgard AAR
I just wanted to notify all of you faithful AAR readers that I will be gone from the forum starting Sunday 28 March until mid-April. I have to travel out of state to go take care of my elderly mother (82) who'll be undergoing shoulder surgery (to repair torn ligaments) next week. The AAR will resume after I return home. (My mother has no Net connection, and the town she lives in has no publically-accessible Net connections where I could hook up my laptop -- in case anyone's curious as to why I won't be posting while I'm away from home.)
Try not to go into AAR withdrawal during the 2.5 weeks I'm away. Go nag Peter or Charon or any of the other good AAR writers to post a few more turns of their AARs. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Jotunheim:Utgard AAR
FYI: I'm back ... http://forum.shrapnelgames.com/images/icons/tongue.gif
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-Gateway103 |
Re: Jotunheim:Utgard AAR
Woo! Arryn's back! So how did your trip to Mexico go?
Good news for you: You can finally patch without having a Mangled Utgard theme. http://forum.shrapnelgames.com/images/icons/icon7.gif [ April 17, 2004, 19:30: Message edited by: Norfleet ] |
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[ April 18, 2004, 08:05: Message edited by: Norfleet ] |
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Next time, try vanity. Not that you'll have any better luck, but it might amuse me. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Jotunheim:Utgard AAR
Bah! I shouldn't have to "goad" you into it, you should want to play on your own! Where's your sense of motivation and love of the game?
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