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Re: Fools Lament II - Newbies Welcome
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Anyhow, have fun spellslinging. I predict a weird game for you all, as some of the special sites can have a substantial influence on strategies if you let them. E.g. certain nations are rather more dangerous summoners than they are usually, and an Iron Faith Ulm going for massed Templars and a decent blessing might even be feasible. ...And don't play with a human Atlantis without R'lyeh and/or Ermor, or they will slay you all. For those (if any) unaccustomed to special sites that let you enter them, they can be entered by one commander (usually a specific magic type commander) per turn only, by giving him the strategic "enter site" command. If you have a monster-generating site, it nearly always pays off to park mages there for permanent summoning over time. Some of the troops granted are not negligible. |
Re: Fools Lament II - Newbies Welcome
We have no water nations in this map, but this means that Ermor will have free rein of Atlantis' provinces since they're controlled by AI.
I think that some nations have better advantages that others. Conjuration and Construction bonuses rock. Alteration bonus (Pythium) is less cool because there are few early game Alteration rituals. |
Re: Fools Lament II - Newbies Welcome
Server is up and running.
We'll do 24h quickhost until turn 20 then go over to 48h quickhost (unless there are objections). Server is running v2.14. Quote:
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Re: Fools Lament II - Newbies Welcome
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Some nations definitely have better long-term ritual advantages than others. Likewise, some nations have better short-term advantages, recruitment, or leaders that they should attempt to use to achieve advantage. You mention Pythium. Instead of focusing on what they have not (Conjuration 50%), focus on what they have: Alteration 20% and Enchantment 20%, both of which can be valuable in the long run even if they are not suited for building the entire game strategy around, more astral gems than you can shake a stick at, access to cheap elemental research wizards from the Castle Arcanum that can complement the standard Theurgs very well and are not vulnerable to mind duels, and a starting leader, Peter Magus the FFAAEE Warrior Mage, who comes fully equipped with decent beginning items and neatly plugs the initial Fire/Earth lack of Pythium. (Strip and give the items to a decent SC pretender if that is your cup of tea, Peter Magus can always be used as a very versatile forger) Even better the Castle Arcanum should have decent recruitment of tough heavy cavalry as well. Now, if you want to think of something more scary than Conjuration 50 in the long run... Think of the Jotun owned province of the Triple Peaks... Positively scary. http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: Fools Lament II - Newbies Welcome
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If that gives Ermor a big advantage we'll just have to GANG UP HIM!! GET HIM GUYS!!! *sounds of repeated boots-to-the-head, followed by groaning* http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: Fools Lament II - Newbies Welcome
A favor if possible: I'd like to ask that a note be posted here whenever a new turn is up, because starting up Dom2 just to connect to see if there's a new turn is a real drag for me. Thanks.
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Re: Fools Lament II - Newbies Welcome
Ok. We are on Turn 2.
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Re: Fools Lament II - Newbies Welcome
deccan - its far easier to create a desktop shortcut specifically to the game. then its just a quick click/doubleclick to check the status.
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Re: Fools Lament II - Newbies Welcome
It's true: I won't remember to updated this thread every time we play a turn.
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Re: Fools Lament II - Newbies Welcome
How do I make a shortcut point specifically to the game?
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