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Quickhost
If we could keep the long quickhost through the weekend, I would appreciate it. I have to leave for a conference on Thursday - Saturday.
I will be getting a substitute, but it would be helpful if there were not too many turns while I am away. (Panther is agreeable, but he would not be able to play a turn on Saturday.) |
Re: Quickhost
Yep, that is cool. Keeping the long quickhost.
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Re: Quickhost
What turn are we on, guys? 70?
I've never played a game this long before, except in single player. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Quickhost
Thanks.
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Re: Quickhost
Turn 72 is ready! What's remarkable is that even though this is one long game there hasn't been a dull turn yet.
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Re: Quickhost
So, what's the correct response to that god-awful (I mean false-god-awful) spell Jurri cast? I see three options:
1) stop casting anything and rely on national troops and the gem-troops I have on the field now. 2) save all my astral gems in an attempt to dispel it (then watch it come up again next turn?) 3) totally ignore it? I guess I could combine 1) and 2), but that seems to give the spell maybe more credit than it deserves. Is it really that devastating? I could do 3), but I'm afraid that is the dumb-*** way to go. How can I win if Jurri uses 1/2 my gems as well as all his? Thoughts? Opinions? I can't let Jurri win another one of my games. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Quickhost
Jurri probably wins when you can't dispel the arcane nexus.
Together with his clams this is devastating. Even if he clammed only moderately he can do so now. Without item mod Ryleh is too easy to abuse as Jurri has shown us. |
Re: Quickhost
If he has clams, it is essentially impossible to dispel the Nexus. You can assume he put it up with a level 10+ astral mage with 999 pearls. You can dispel it by doing the same, but he will pile up hundreds and hundreds of pearls from the Nexus before you can get enough for the dispel. Which means he just casts it again within a turn or two. And if he has an enchantment site, it is likely not possible to dispel or overwrite without a lot of luck.
If you have not nerfed clams and spells, then the Nexus + Wish is basically a game winner in the hands of a good player like Jurri. The only real strategy is for everybody in the game to quit casting spells, convert everything to pearls and give them all to somebody who has a high level astral mage. If you have an enchantment site, you can go for an overwrite. Otherwise, you will have to dispel to make sure it is eliminated. Without casting your own spells to stop feeding him pearls, it will take many turns for him to pile up 999 pearls again just from clams and other natural income. In a large multiplayer game, clams are the most unbalanced item in the game. Norfleet was the first player to discover this, and I think he was winning games doing that long before he started to cheat. |
Re: Quickhost
Sorry, I just don't agree with the idea that clams are overpowered (except on very large maps). Jurri hasn't abused anything except for the lobo guard. What is all this defeatist attitude? Pasha, I assume you're going to fight Jurri now, or stay out of the coming war, right? Fighting me is just handing the game to Jurri.
There is no way he cast that spell with 999 pearls. Not at the rate he's been teleporting -golems- around and mind hunting, etc. I'm guessing something around 400 or so pearls. And in any case, it will take a while before he even breaks even on this investment, so perhaps this is all much ado about nothing. I've said it before, but I just have to say it again: Zen's item mod makes me want to puke. I will never play with it in one of my games. If Jurri is indeed winning this game, he's winning because of superior skill (and perhaps overly cheap lobo guard, but mostly skill), not because of clams! I could have taken him out earlier in the game.. I see now that perhaps I should have. I thought that Jeffr was a huge threat, and you know what...he was! I had to pick one threat to double on at that point, maybe I picked wrong? Who can tell. This game is not over! I don't care what your gem income is, if you can't control the map, you're going to lose. We're going to see how good Jurri's armies are. Obviously, all he has to do is slow me down, and he'll win. With my main forces deep in Pangea and out of position, perhaps he's got enough time anyway. If that's true, I really think the Council of Philosophers should urge Pasha to attack him! |
Re: Quickhost
Hmm. I'm curious just what's so sickening about the item mod? Making lifedraining weapons less common is a majorly good thing about it, imo; likewise making staff of storms, etc, harder to attain. |
Re: Quickhost
Nexus isn't a game-winner, certainly. It will only yield 1/4 or 1/8 (can't remember) of used gems (not slaves or pearls of your own) in pearls, so I would assume you and Boron have possibly even more astral income combined than I, with your clammy attitude. At least if Boron plays like he speaks, and it's not him who's dispelling Pangaea's enchantments.
Without Wish it's not quite as easy to turn pearls into useful things, so Panther's concerns are invalid to a point. I wouldn't necessarily agree with his assesment even in unmodded, but that's another discussion... My take on Nexus has sometimes been ignoring it and hunting down the schmoe that cast it, but I haven't seen a high-astral nation cast it before (figure that), so it's not necessarily the god or hero or ether lord who cast it. This small a game, I would possibly even ignore it if I wasn't an Astral nation. All in all, I still think Chris has the strongest position, since Boron is completely and utterly devoted to helping him win. Indeed, I couldn't believe my eyes when he said he declares war on me! Without it, I would be happily destroying myself against Chris, and Boron would be the one eating up jeffr's remains, and in a very strong position against the one who would emerge victorious. He's a great strategic asset to Chris if used wisely, and Ulm still has the most lands and hence the greatest gem and monetary income, besides which I'm a total apprentice compared to Chris when it comes to building and destroying invincible armies. I'm expecting one kick-*** endgame if I can get Boron out of the picture by the time Chris is content with the state of Pangaea! Especially if Pasha compensates for Boron, and sides with me against the Evil Empire. There's always something to be abused, so I wouldn't worry about it too much: that's one thing that's so fun with all these mods flying around, that you get to break a new toy every time! http://forum.shrapnelgames.com/images/smilies/happy.gif On another note, weather conditions have prevented me access to my dominions-computer all day, so could you please extend the deadline a few hours? (I should get to it on time, but I can't quite remember when the deadline was.) Pretty please? I hate to be a pain like this all the time, but some vacation this turned out to be: Instead of languishing in the sun and playing dominions all day I've been doing all sorts of odd jobs up here in the country. Fun, certainly, but eating up on computer-time! I guess I should get a sub, but this is too much fun and I've been managing a ~48h cycle so far. And I should have much more free time starting Tuesday. |
Re: Jurri
"Nexus isn't a game-winner"
"All in all, I still think Chris has the strongest position" That spell can definitely be a game winner. As long as it stays up, you've certainly got the strongest position because of your massive gem income (easily twice or three times mine, I believe--it will probably give you around 100 pearls a turn, right?). "and Ulm still has the most lands and hence the greatest gem and monetary income," Yes, I may have the most provinces, but Pangea's provinces were all set to 200% tax forever, and aren't worth much. They are also fairly gem-poor. And with your growth-3 scale, Jurri, your capital is worth around 500 gold/turn. You have a massively higher income (both gold and gems) than I do. "Especially if Pasha compensates for Boron, and sides with me against the Evil Empire." If Pasha attacks me, the game is basically over. Everyone must join against Ryleh or else he will conquer the world! Pasha, at least remain neutral, please think about that. If you attack me, Jurri then gets the time he needs to put his amazing gem income to use. Pasha, if you were helping me, we may still have a chance to beat Jurri. |
Host time
Oh, you have like 30 hours from now (~5pm eastern time on saturday), Jurri. I may have restarted my computer, so the deadline re-set.
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Re: Host time
Thank you! ...although it looks like jeffr hasn't yet done his turn, so no new turn just yet.
You forget that you have over 70 provinces and I under 40. (Notice how I count Boron's provinces as yours.) I have a hard time believing that even with the Nexus I would have even close to the gem income those provinces must certainly yield. Also, it's more than likely that you and Boron have more clams combined than I. Gold income, well, my growth scale hardly doubles my gold income, so with you having so much more provinces and way better earth/fire gem income there should be no doubt that your income is better. Also, my mages cost twice that of yours, so after upkeep the difference might be even greater. (I wager I have three lobos for every mortal chump you have http://forum.shrapnelgames.com/images/smilies/happy.gif) Pasha may or may not be a king-maker, but even if he sides with me the game is very far from over - I suppose there's no use in bickering over it, though, as ultimately everyone must draw their own conclusions. I think you stand a great chance of winning, no matter what Pasha decides. (If I haven't said so yet, I greatly admire your handling of Ulm. Have you played any other nations?) |
Return
Hello:
I have returned. It sounds like that Arco Council of Philosophers has a lot to debate. http://forum.shrapnelgames.com/images/smilies/happy.gif Pasha |
Re: Return
Thank you, Jurri! http://forum.shrapnelgames.com/images/smilies/happy.gif
I have played Man, Ctis, and Vanheim a little as well. I also admire your mad skillz, cheap lobo guard or no, if anyone else was doubled like you were in this game (for at least 20 turns, right?) they probably would have lost, or at least been extremely hurt. Maybe you were hurt, but have bounced back. Either way, it's impressive. I'd be interested to find out how many gems you get from the first turn of the Nexus. I bet you're not going to tell us, though! |
Re: Return
A new turn is up.
"would be the one eating up jeffr's remains" - that hurts http://forum.shrapnelgames.com/images/smilies/happy.gif "but Pangea's provinces were all set to 200% tax forever, and aren't worth much." - yep, the sign of a good player, eh? Poverty rules! "They are also fairly gem-poor." - an even better sign of a good player! Hmmm, maybe I should rethink this one. "Zen's item mod makes me want to puke. I will never play with it in one of my games." I hope you change your mind on this and consider it for your next game. I think the item mod might introduce some variety and make item construction much more interesting. Anything that promotes variety and choice is a good thing as far as I'm concerned. It seems to me that everyone currently builds more or less the same small subset of items, which is a shame considering the number of items in the game. Cainehill said above, "Making lifedraining weapons less common is a majorly good thing about it, imo; likewise making staff of storms, etc, harder to attain." I agree with this. Does anyone have experience with the item mod? Have games played out differently? |
Re: Item Mod
Well, I'm open to the possibility of changing my mind about it. I do like that some of the weaker weapons have been made cooler. I just can't get over the lifedrain thing.. it seems like it essentially removed lifedrain from the game (except maybe for the rare 40+ strength guy or Golems with astral weapon). I thought lifedrain was a nice aspect, something that allowed SCs to compete with armies. I agree with making armies more powerful, and that's been done with Zen's other mods and SC's mod (and other mods). I don't think that you need to -also- weaken lifedrain. I'd agree with a price hike--make wraith and hellswords cost 20 gems each, and I'd agree with a damage and attack value nerf on Blood Thorns (maybe to 0 or -2). Zen's mod just goes too far, and that's an understatement. It goes way too far.
I'm ambivalent about the nerf to hoard items. I can see the value for nerfing them if you like to play on large maps, but I don't. Small maps with quick action are the way to go, imo. Under those conditions, I think hoard items are balanced in vanilla. I dislike most of the other changes in the mod, such as making flying boots, water bracelets, etc. more expensive. I don't see the reason for it, and it would really hurt my Ulm game, heh. I can't really see Ulm doing very well in an item mod game, and I think most people believe them to be weak. There would be no question they'd be weak in an item mod game. Item construction is their bread and butter, you nerf that, you're killing them. Where would I be in this game, for example, if I couldn't hoard bloodstones, clams, if I couldn't make flying boots, water bracelets, etc? I'd be up the creek! My god can do anything, but she can't do everything at once. Yes, now we're getting to the meat of the issue. The item mod drastically nerfs my favorite race! You guys happy?? http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Item Mod
Qm now continues the mod. He already did many new tweaks.
About the LL weapons he is still unsure but he is 100% sure that he has to improve them. Zen's version of LL weapons are garbage. I personally don't mind though because i love troophordes and nerfed LL makes the troophordes a bit more valuable strat http://forum.shrapnelgames.com/image...es/biggrin.gif. |
Re: Item Mod
Unfortunately, the single best change for life drain is not fixable in a mod. All that really needs to be done it make life drain steal HP only and NOT fatigue. If the battle goes too long, then they will get fatigued out and die like ordinary troops. This potentially fixes both the troops with inherent lifedrain (can you say 'much-too-powerful Vampire Lords and Queens'?) in addition to fixing the weapons.
If commanders with LD could die from fatigue and you therefore had to consider reinvigoration items, then LD would not be a no-brainer like it is now for an SC. Oh, and about the Nexus: Since you are using the spell mod and Wish is not available, then Nexus/Clams are not near as powerful as in the base game. Still extremely strong, of course, but not worthy of resigning at once. Jurri could summon a lot of abominations, though, if he wants, and those guys are very good. Furthermore, because you are not at turn 100 yet, then perhaps he put it up with fewer pearls than the max. Anyway, R'lyeh ought to have the most clams since Atlantis is not in the game. Finally, as long as Aku valiantly holds out, Pasha will not be attacking anyone else, I would wager. |
Re: Item Mod
Well nobody seems to be attacking me since i destroyed pasha's main army including his god lol. They just want to leave me at 2 provinces and dom kill me!
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Valiant Award
Yay Aku! You rock.
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Re: Item Mod
"I dislike most of the other changes in the mod, such as making flying boots, water bracelets, etc. more expensive."
I guess we just disagree then http://forum.shrapnelgames.com/images/smilies/happy.gif I also like this change. Why should I as Pangaea have easy access to Flying Boots and Boots of Quickness (via the Water Bracelet)? Pangaea is not supposed to be an Air or Water nation, yet I use the same old tactics as everyone else (although clearly not as well http://forum.shrapnelgames.com/images/smilies/happy.gif. I think the nations should be differentiated more. I'm Pan and yet I'm fielding Bane Lords with Hell Swords, Boots of Quickness, Lucky Coins, blah, blah, blah, the same as everyone else. What is that? If I want the benefits of these clearly superior items, I should have to do more than stick a water bracelet on a water random mage. I'm just brainstorming here, but I would even go so far as to have some spell schools and items prohibit the use of opposite spell schools and items (Wraith Sword means no Lucky items as a first guess?). Do I want Nature or Death spells? Or Tartarians and Demons stacked with most mortals kills the mortal's morale. If I summon Fiends as Pan, shouldn't my Centaurs be pissed off? I'm just throwing thoughts around without thinking about them, but the goal is variety. Tough choices are more interesting. The spell mod attempted to introduce variety and choice by making the obvious spells more difficult to cast. I liked the fact that I saw Iron Pigs on the battlefield! I think the item mod might do the same for the item aspect of the game. And I have a feeling Zen carefully considered the changes, although everything can be tweaked. I also agree with the idea that upping the item cost is not the solution for most of the items (Wraith Swords, etc.). And hey, if you really think your favorite nation (say, Ulm) is not playable with this mod, then I'd be willing to play the next game as Pan without something I like (say, White Centaurs). Although Jurri, or someone else, will probably just kill me off that much earlier and use my resources against you http://forum.shrapnelgames.com/images/smilies/happy.gif But maybe we should ask those with experience. Does anyone have first-hand knowledge of games played with the Item Mod? |
Re: Item Mod
Is there a maximum number of gems you can put into a global?
-yc |
Re: Item Mod
This is an interesting discussion and I have to agree with Jeff about the items.
I am playing in Yarnspinners2, where the main point of the game is writing yarns and not necessarily winning. I am therefore making thematic choices (which are not necessarily the best or even the usual choices) because of the yarns. As part of my story tale, I wanted to outfit my Great Enchantress pretender with a bunch of cheap artifacts. And, because the game is still fairly early (plus I wanted to be totally thematic), I only built low-level air or nature items (I am base Man). No astral or death artifacts! Can you believe that someone would actually outfit a pretender without luck or MR or LD??? I did! It was actually quite fun looking around for an interesting combination of Man-specific artifacts which seem to mesh well together. Did you know that weightless scale mail is really cool for a mage? I suppose I have been playing Dominions long enough by now that I am more interested in variety instead of doing the absolute best thing (like life drain, luck, boots of flying or quickness, magic resistance, etc). |
Re: Item Mod
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Re: Item Mod
"I am playing in Yarnspinners2, where the main point of the game is writing yarns and not necessarily winning."
Hey Panther, I totally agree with the role-playing aspect and that writing yarns is fun. I agree that lifedrain is, at times, a no-brainer choice (not all the time, however), and that it should be nerfed. "And I have a feeling Zen carefully considered the changes" You can carefully consider something and still make a terrible mod. I love Zen's other mods, but the item mod is just awful. While I agree that Lifedrain should be nerfed, Zen nerfed it to an insane degree. I also agree that variety of options in a strategy game is something positive. Without variety, there is no strategy, is there? But, I actually think that the item mod in some aspects has -removed- options, case in point Lifedrain weapons. Sure, you can say that "Oh, now people will start to use other weapons! That adds variety." But. if people weren't using other weapons in vanilla, I have serious doubts about their ability as a player. I use other weapons all the time, by no means are my SCs solely lifedrain-machines. If I use lifedrain more than other weapons, it's -not- because the lifedrain weapons are more powerful. I much prefer the artifact weapons, for example. http://forum.shrapnelgames.com/images/smilies/wink.gif But, also I love fire brands, flambeaus (basically anything armor-piercing), herald lances, moon blades, etc. I think that flambeaus are a far superior weapon than a Wraithsword, even. But those wraith and hell swords are just so damn cheap! They need to be twice as expensive, but they sure don't need a damage nerf. They do rather weak damage already. The Blood Thorn, on the other hand, is a dagger, and shouldn't do a lot of damage. Turning it from +4 damage, +2 attack to +0 damage +0 attack sounds like a plan. Even -2 damage, +0 attack if you're feeling froggy. I am playing a game with the item mod right now (Faerun), and I can tell you my weapon choices have changed very little (except for the obvious no more lifedrain thing). Basically, Fire Brands are the best weapon now and I try to eqiup most people with one of those, or an anti-demon weapon (Flambeau). Although there are admittedly other very good choices (that weakness-causing morning star comes to mind). As far as Jeffr's concern about shiny-happy-tree huggers summoning demons, I agree that that's a problem. There's no way to solve it in Dom2, though...I'm looking forward to Dom3 for that. Dom2 is just geared for everyone to use the same weapons, troops, etc. |
Re: Item Mod
But making items (such as wraith swords) more expensive means that the magic path required to forge it goes up; apparently you can't increase the gem cost without increasing the magic path requirements, unlike spells. So : Let's say wraithswords would now cost 20 death gems. So, a death 3 mage instead of a death 2 mage. Now fewer nations can forge it, exactly what you didn't like about the changes to the flying boots and water bracelets. In fact, bumping the wraithsword cost would tend to mean that those nations and SCs that arguably least need lifedraining weapons are the ones most likely to be able to forge them : death nations that can summon undead champions that don't normally accumlate fatigue anyway. About the flying shoes : I kind of agree with you there, but only because they're a utility item sorely needed for all those 1-strategic move mages. But, I do like the idea of them not being so easy to outfit all SCs with. So what I've suggested to Quantum Mechanic (who is now working on the mods) is cheaper flying carpets, since they can't be used in combat, and making air boots require construction-6 instead of air 2. Be even better if you could make them require 10 or 15 air gems, but still be forgable by an Air-1 mage, but you can't. |
AKU
His Luminescence, the Shedu of Arco, agrees that AKU rocks, and for he certainly taught His Luminescence a lesson (and singed his fur).
However, the Council of Philosophers are currently debating vigorously as to the most fitting way to smite-smush the Evil Aku for his misdeeds. |
Re: Item Mod
CU: Would you believe me even if I told you what the nexus produces? http://forum.shrapnelgames.com/images/smilies/happy.gif Thank you for the compliment, although it's mostly a feature of the undewater nations that they can tenaciously cling to life, rather than any supreme strategy... My greatest asset is selecting the most broken nation for the environment! http://forum.shrapnelgames.com/image...es/biggrin.gif
I participated in a game with a mod where the life-drain weapons had been significantly raised in cost (like, a blood thorn for 80 slaves); well, that didn't remove them, it only served to limit them to heavy blood nations, which in my opinion only unbalanced the game in their favor. Zen's solution makes them rather unusable for most anyone, which isn't cool either. Perhaps lowering their damage and attack would be a good solution (less than the ~20? points Zen has), since then a good armor or high defense would protect against them. Indeed, wouldn't lowering their attack value or damage by something like 5 points accomplish almost the same thing as Panther's proposition of removing the fatigue-gain? Only, instead of having to fit a reinvigoration item to the mix, attack boosters or strength boosters would need to be considered. I haven't yet played a game with the item-mod, but I'm not sure if it's a good idea to have area of effect magical weapons especially with multiple attacks. As I understand it, with an AoE attack the hit is certain; thus these weapons make attack and defense values a non-issue, weakening all sorts of units that don't need any weakening and also strengthening astral weapon that wouldn't really need it. (Assuming astral weapon works with AoE attacks - I don't see a reason why not.) An always hitting, armor-negating ~40 point attack 4 times a turn should shut up most opposition. With a quicknessed golem and the morning star that gives 10 damage you can, assuming the above. (Undoubtedly with so high a damage bonus you wouldn't even need astral weapon, come to think of it, so a regenerating chassis might be preferable.) But this is just conjencture with no testing whatsoever, which I'm more than happy to try out in the next game Chris hosts! http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Item Mod
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Re: Item Mod
Actually, having thought about it for a couple of more seconds, I think I like the idea of making Flying Boots and Boots of Quickness more difficult to obtain (via higher paths and higher cost) even more than I like the nerfing of the Life Draining weapons.
Flying and Quickness are very important (as demonstrated by the fact every SC has them, along with Luck) and should be difficult to obtain. A Life Draining weapon without Quickness isn't as bad. Non-flying commanders would have to slog through the map to reach you. If it's pissing everyone off so much, maybe some damage could be given back to the LD weapons? I like the idea of having to increase your attack and damage via other items (or spells) in order to compensate for the weakened LD weapons, though. On the flip side, I don't want to ruin the game for anyone. If someone really enjoys building flying, quickened, lucky, life draining Bane Lord types, then that's cool. Hey, I'll just keep providing a good target http://forum.shrapnelgames.com/images/smilies/happy.gif So, hurry up and blast one another to hell so we can start another game and test all of this out http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Item Mod
Jeffr, this game is going to keep going for a loong time..
There is no end in sight! |
Re: Item Mod
I put some of these suggestions in the mod thread. Quote:
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Re: Item Mod
Hehe, mirror image is whole another can of worms... It would seem that it helps even against precision 100 spells and AoE spells and attacks and everything, really. It's a rare ability, though, and if you only have one mirror image (as with glamour, right?) it's likely that one of the two attacks of a morning star hits - which is likely to be deadly if the wielder has a strength value about the same as your protection.
I'm just saying that in the base game there are no AoE weapons that add strength. What are the implications for Vans, Serpent Dancers, and all other poor troops who rely on defense to survive? Do they need another cheap counter? (Aren't the weapons, like, 10 gems a piece?) I guess I kinda like the element of attack vs. defense, which is lost with AoE weapons. This needs to be tested out to properly assess, I'm sure, so maybe you'll tell us how things work out in Faerun! |
Re: Item Mod
It seems that glamour auto-casts mirror image - so you get more images if your glamour-d commander has air magic. But otherwise I think you are right, just 1.
As far as MI being rare... depends on how many air nations are in the game http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Item Mod
I think mirror image should protect against precision 100 attacks, but not against area affect attacks. The difference being, a 100 precision attack always hits what the attacker is aiming at, but what if he's aiming at a false image?
If it protects you from area affect, that would be a bug. I didn't realize that adding fire strike area affect to fire brands makes them always hit. Doesn't the area affect portion always hit, but the regular damage part of the attack miss sometimes? That would make them overpowered, I agree. |
Re: Item Mod
Mirror image is rather bugged indeed. I'm not sure if I agree with your conceptualization, though; consider, if a blind being casts enslave mind, should mirror images stop it?
The magic item mod adds to weapon #80 an area of effect 1, as far as I can see. 80 is Fire Brand, according to the weapon&armor database. My understanding is that the AoE affects the regular attack part of the weapon, and the special effects are weapons of their own - hence, the weapon should always hit every target in one square, regardless of attack or defense. (Upon closer inspection it would seem that the fire effect is integrated into the Fire Brand, so it's not a weapon of its own. Thus it's possible that also the fire part of the attack enjoys the benefits of AoE.) Isn't the damn thing also armor piercing and have base damage of 12? It's probably even better then than the morning stars with 2 attacks each, against some enemies at least. I dunno if they are overpowered without testing it out, but on the drawing table they do look pretty much a no-brainer in comparison to the other weapons available. |
Re: Item Mod
A new turn! With a cruel, cruel stab from my bestest friend (after the good council of Arcoscephale and their furry lord, of course), Chris, without the one turn warning we had agreed upon. http://forum.shrapnelgames.com/images/smilies/frown.gif Time after time he betrays my trust, and yet I foolishly, foolishly understand not to stop giving him another chance.
What version is the server running? I notice a discrepancy with a battle replay and report. |
War!
Yes, I know, I attacked without the 1 turn warning. Ulm justifies the attack in the best interests of the world as a whole, we cannot allow it to be ruled by invaders from outer space! Also, Jurri ruthlessly slaughtered some wolves of mine trying to rid the world of the remnants of Pangea, so in reality, he struck the first blow, nullifying the ceasefire agreement.
That's my story and I'm sticking to it! The server should be running 2.16, like it had been.. there is a discrepancy? |
Re: War!
Yeah, I'm running 2.16 yet the Ghost rider attack in C'tis differs in the report and the replay. You see it correctly? (My version of the replay has the Golem succumbing to the horsemen with the lobos finishing them afterwards.)
I was just straigthening my border with Pan when those wolves fell upon my geographer - hardly an act of war! The world's best interest is to rid itself of such heinous backstabbers as the Tin Cans of Ulm and their wicked witch of a leader. Also, with all those Abominations and all, I'm convinced your astral income is way higher than mine, nexus or no nexus. Call me a stupid-*** R'lyeh player if you will ('cause that's what I am) but my clammings can't compare. I wonder why some of my 'spawn broke script yet others didn't. Mysterious! |
Re: War!
The Arco Council of Philosophers are currently debating whether ULM should be forced to pay reparations to Jurri for breaking a binding treaty. Wow! The debate is vigorous and passionate. I will keep you all posted, because no doubt you all care A LOT about what the Council thinks.
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Re: War!
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And i still don't believe you that you have only few clams. When i am clamming i always only tell my potential foes 1/3 - 1/4 of my amount of clams i really possess to lull them in safety. Probably you are just doing the same atm http://forum.shrapnelgames.com/image...es/biggrin.gif. So Pasha decide objective whom to attack. If you want the game to end soon then better attack Chris, if you want to keep it interesting though better attack Jurri. At least from my small part of the world this is the impression about the power balance i get with Jurri being by far the most powerful nation now. At least i got some inspiration for Faerun from your Ryleh Jurri. Thanks for that http://forum.shrapnelgames.com/images/smilies/happy.gif. For the slaughtering of my innocent mictlan folks i cannot thank you though http://forum.shrapnelgames.com/images/smilies/smirk.gif |
Re: War!
"I was just straigthening my border with Pan when those wolves fell upon my geographer - hardly an act of war!"
I feel that any break of the cease fire is an act of war. I think you knew that I was likely to be attacking that province that turn. But, I'm not really mad about that. It just gives me a convienent excuse to launch the first salvos in the upcoming war! Jurri--I did see the replay correctly, with the golem living and kicking ***. Later on he did die though to Mictlan's forces. Pasha--I do care a lot about what the Council thinks! http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: War!
New Turn Up!
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Re: War!
Boron: You better not do anything the way I do it - all you get is tons of suspicion without the power to warrant it! I think you're grossly underestimating the worth of armies and provinces. I should study the way you play...
The problem with my scripts is that I've got all my 'spawn scripted on returning to respond to the earth attacks Chris sends. Some seem to not work, however. This turn I had two mages that I'm absolutely, positively, 100% sure I put gems on show up without 'em, which annoys me to no end. CU: Of course I didn't know you were going to attack there! That was but an accident, obviously, and if you had a problem with it you should have said so; your way of sneaking and stabbing isn't manly at all! You big pussy, you've stabbed me thrice already... I wonder if I learned yet? |
Re: War!
"That was but an accident, obviously, and if you had a problem with it you should have said so; your way of sneaking and stabbing isn't manly at all! You big pussy, you've stabbed me thrice already... I wonder if I learned yet?"
I'd rather use it as an excuse. http://forum.shrapnelgames.com/images/smilies/wink.gif It's a good one. You shouldn't have attacked Pangea, you did know that I was going to attack there at some point. Pangea only having like 2 provinces left at that point made it very likely I was going there that turn. Anyway, it's good you did it, otherwise I wouldn't have an excuse! http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: War!
Ugh, what happened to my scripts in Pranda!? Where was the Astral Tempest and what the F did the gargoyles do... Argh, Chris, if you still insist on being the less powerful, you can kiss my booty!
Is there a particular reason for putting your Soul Contracts (that you seem to have more than a few) on werewolves? Aren't they really fragile if a horror attacks, leastways compared to f. ex. the master smiths? Also, why did my commander retreat from an assassination attempt? (That traitor prince.) That was claimed to have been fixed in 2.16, so is this a recurrence or what? A terrible turn indeed for the Lurker in the Deeps! Aku, die off already so that Pasha can help me against the invincible superpower! |
Re: War!
Oh, hey, on another look I seem to have offed the poor sap who made the Earth Blood Well! So it's not all bad.
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Re: War!
Yeah, Jurri... you've been killing me with those Ashen Angels. I hope they've been hurting you, as well, when they decide to turn on you (how often does that happen, by the way?).
I put some Soul Contracts on werewolves because I don't mind losing them if they die. I wouldn't want to lose a Master Smith. And with my Drain dominion, I don't think horrors are a big worry (I haven't been attacked by one yet). I'm not sure about the assassination attempt retreat thing. I thought that was fixed, too. Looking at that turn, Jurri, I couldn't decide if it was worse for you or for me. Obviously, my army is unstoppable by anything you have on the field right now. But, that's just one army, taking 1 province a turn. I can probably do a little better than that, but that's a slow way to go. I don't have time at this point. Every turn Pasha waits to attack Jurri, he's massing up huge piles of gems. My gem income is now severely reduced since Deep Blood Well went down (lucky shot!). I'll take a few more provinces of Jurri's, maybe push him from Boron's lands, but when he pulls out his endgame army, we are all in for a world of hurt. My endgame armies are already out. My cards are on the table. Pasha, I must insist you attack this horrible menace immediately! |
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