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Showing results 251 to 275 of 500
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Posts Made By:
FrankTrollman
Forum:
Multiplayer and AARs
November 26th, 2006, 04:34 PM
Replies:
204
Mid Era Game (FRANK WINS)
Views:
25,285
Posted By
FrankTrollman
Re: Trade
So our first clashes with Ermor were unsatisfactory.
Minotaurs perform poorly against Shadow Vestals. Etherealness really takes the wind out of the sails of tramplers.
Forum:
Multiplayer and AARs
November 26th, 2006, 06:02 AM
Replies:
655
Newbie Game EA (Running)
Views:
112,008
Posted By
FrankTrollman
Re: Helheim\'s destruction
I told you it would work.
The Great Catsby has Spoken.
Forum:
Multiplayer and AARs
November 24th, 2006, 11:03 PM
Replies:
655
Newbie Game EA (Running)
Views:
112,008
Posted By
FrankTrollman
Re: Helheim\'s destruction
Aren't retreating units assigned after Break Siege, Movement, and Sieges?
I think what's happening is not that the relevent units moved before yours did, but that the units moved before your...
Forum:
Scenarios, Maps and Mods
November 24th, 2006, 08:25 PM
Replies:
8
#secondaryeffectalways?
Views:
2,801
Posted By
FrankTrollman
Re: #secondaryeffectalways?
Because if you put in "#secondaryeffect" into the weapon modding, you get a secondary effect that always works.
There's an extra "always" at the end of that tag that isn't part of the actual...
Forum:
Multiplayer and AARs
November 24th, 2006, 07:44 PM
Replies:
91
WINNER: Frank Trollman (Small EA MP)
Views:
18,280
Posted By
FrankTrollman
Re: 6 players, 150 prov., early era, slightly rich
So we decided to invade Niefelheim all over the place, with marching armies hither and yon. The Jotun obediently divided their forces into bite sized pieces which we fed to hydras. It was a great day...
Forum:
Scenarios, Maps and Mods
November 24th, 2006, 03:14 AM
Replies:
8
#secondaryeffectalways?
Views:
2,801
Posted By
FrankTrollman
Re: #secondaryeffectalways?
The actual command is
#secondaryeffect <effect nbr>
The "always" in there is not necessary and doesn't do anything except break the syntax. It's a glitch in the mod manual.
-Frank
Forum:
Multiplayer and AARs
November 24th, 2006, 02:59 AM
Replies:
655
Newbie Game EA (Running)
Views:
112,008
Posted By
FrankTrollman
Re: Helheim\'s whining
Helheim has shown their might. It's... certainly the might of a barbarian nation. Much as we would expect the might of nations who are not in the Middle Kingdom to be.
Fifty units. Not bad...
Forum:
Multiplayer and AARs
November 23rd, 2006, 04:00 PM
Replies:
91
WINNER: Frank Trollman (Small EA MP)
Views:
18,280
Posted By
FrankTrollman
Re: 6 players, 150 prov., early era, slightly rich
OK, so Niefelheim is attempting to be Coy. Well, we aren't buying it. Their troops march up and down the border as some sort of cosmic game of whack-a-mole, but we will find them in the field and...
Forum:
Scenarios, Maps and Mods
November 23rd, 2006, 03:16 PM
Replies:
19
Seven Nation Army (combined mod proposal)
Views:
4,332
Posted By
FrankTrollman
Re: Seven Nation Army (combined mod proposal)
The intention is actually not to give them energy resistance to everything, but merely to give them high quality plate armor that is relatively light. Not quite Black Plate, but it will do.
In...
Forum:
Multiplayer and AARs
November 23rd, 2006, 03:05 PM
Replies:
204
Mid Era Game (FRANK WINS)
Views:
25,285
Posted By
FrankTrollman
Re: War in the north
Unfortunately, the high priests of Pythium fled to the wilderness leaving their nation an unruly mess as soon as they met our Goat Men in the field of battle. This behavior is apalling and we believe...
Forum:
Multiplayer and AARs
November 22nd, 2006, 03:31 PM
Replies:
91
WINNER: Frank Trollman (Small EA MP)
Views:
18,280
Posted By
FrankTrollman
Re: 6 players, 150 prov., early era, slightly rich
We'll keep it real. Also, our counterattacks against the cowardly invasion by the Niefel forces will be swift and hilarious.
You have violated the lands of Pax,
Prepare for the inevitable.
Forum:
Multiplayer and AARs
November 21st, 2006, 10:58 PM
Replies:
655
Newbie Game EA (Running)
Views:
112,008
Posted By
FrankTrollman
Re: Artifacts for sale
Deal.
At Sauromatia:
Where is all this animosity coming from? To this date, despite sending a combined force of about 600 men to die in our lands, we have not once attacked you. Every battle...
Forum:
Dominions 3: The Awakening
November 21st, 2006, 08:17 PM
Replies:
15
Old Age - 80% afflicted in 1 round.
Views:
5,256
Posted By
FrankTrollman
Re: Old Age - 80% afflicted in 1 round.
The Old Age afflictions all hit (or not) during the winter of each year. So there really is an "old age day" when all the old men get afflictions.
That being said, in my Tien Chi game I currently...
Forum:
Multiplayer and AARs
November 21st, 2006, 08:14 PM
Replies:
655
Newbie Game EA (Running)
Views:
112,008
Posted By
FrankTrollman
Re: Artifacts for sale
Close enough. We're forging items with a normal cost of 10 at a gain of 2 gems.
A lightless lantern would cost 6 gems (a gain of 1), unless you invaded Sauromatia or Arcocephale (in which case it...
Forum:
Multiplayer and AARs
November 21st, 2006, 06:36 PM
Replies:
655
Newbie Game EA (Running)
Views:
112,008
Posted By
FrankTrollman
Re: Artifacts for sale
A Skull Mentor from Sauromatia would cost you 14 gems.
A Skull Mentor from Tien Chi would cost you 12 gems.
But, and this is important, if you invade Sauromatia, you'll be considered a friendly...
Forum:
Multiplayer and AARs
November 21st, 2006, 05:15 PM
Replies:
655
Newbie Game EA (Running)
Views:
112,008
Posted By
FrankTrollman
Re: Artifacts for sale
I thought that was clear.
Neutral nations get a 20% markup. So, for example, a Staff of Elemental Mastery would cost 30 Fire and 30 Water or 30 Air and 30 Earth (normally 25 and 25, plus 20% is...
Forum:
Multiplayer and AARs
November 21st, 2006, 03:48 PM
Replies:
655
Newbie Game EA (Running)
Views:
112,008
Posted By
FrankTrollman
Re: Artifacts for sale
Fascinating. We have Construction 6 and will make a better offer to any nation which is friendly or neutral to Tien Chi.
Neutral Nations get things fir a 20% markup, friendly nations get items for...
Forum:
Scenarios, Maps and Mods
November 20th, 2006, 06:58 PM
Replies:
19
We Need Serpent Cult
Views:
3,476
Posted By
FrankTrollman
Re: We Need Serpent Cult
Awesome. Searching for the Varangian Guard found the names of some more infantry units:
Kontarion: These guys get the heaviest armor and are deployed in the first line. They are equipped with Long...
Forum:
Scenarios, Maps and Mods
November 20th, 2006, 05:32 PM
Replies:
19
We Need Serpent Cult
Views:
3,476
Posted By
FrankTrollman
We Need Serpent Cult
So obviously, Pythium: Serpent Cult should be the late era Pythium. Parts of that are already in the game even. The Serpent Priest, Serpent Acolyte, Serpent Cataphracts, Serpent Lords, and Sacred...
Forum:
Dominions 3: The Awakening
November 20th, 2006, 01:30 PM
Replies:
30
Maybe there isn't a limit of three random events?
Views:
9,230
Posted By
FrankTrollman
Re: Maybe there isn\'t a limit of three random even
My impression is that events are generated per province rather than per empire in Dominions 3. Events happen to neutral provinces, so I don't see how or why the game would cut you off after 3.
If...
Forum:
Multiplayer and AARs
November 19th, 2006, 04:05 PM
Replies:
655
Newbie Game EA (Running)
Views:
112,008
Posted By
FrankTrollman
Re: A Public Announcement
Magic usually targets creatures with more hit points first. Catsby has over 300 hit points, but is himself a pretty serious Astral caster, so your magic duelers targetted him preferentially and then...
Forum:
Multiplayer and AARs
November 18th, 2006, 09:40 PM
Replies:
9
Anyone still running 3.00?
Views:
3,527
Posted By
FrankTrollman
Re: Anyone still running 3.00?
He's talking about the Reanimate Command that undead and demonic priests have.
THere is supposed to be a different reanimation list for every reanimating nation. Ermor gets Lictors, Pangaea gets...
Forum:
Scenarios, Maps and Mods
November 18th, 2006, 09:03 PM
Replies:
19
Seven Nation Army (combined mod proposal)
Views:
4,332
Posted By
FrankTrollman
Re: Seven Nation Army (combined mod proposal)
Here's the 1.01 version for Dominions 3.01. It fixes the age problems and is a little less in-your-face as a rush position. I'm really hoping to finalize it for 3.02, where supposedly it will have...
Forum:
Multiplayer and AARs
November 18th, 2006, 02:58 PM
Replies:
655
Newbie Game EA (Running)
Views:
112,008
Posted By
FrankTrollman
Re: Ha. Ha. Ha.
Yep. With Arco's god dead and cursed, we can really get ready to research properly.
The Great Catsby has Spoken.
Forum:
Multiplayer and AARs
November 17th, 2006, 05:52 PM
Replies:
204
Mid Era Game (FRANK WINS)
Views:
25,285
Posted By
FrankTrollman
Re: Mid Era Game (STARTED)
The really ironic thing is that Pythium is putting up a stronger defense now than three turns ago.
-Frank
Showing results 251 to 275 of 500
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