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  #281  
Old September 13th, 2009, 04:42 AM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Yeah, no problem.
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  #282  
Old September 14th, 2009, 04:12 AM

Executor Executor is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Never had time to post something regarding the last turn and all this new stuff.

Quote:
Originally Posted by rdonj View Post
So executor, are you happy for once you're not really being ganged?
Yes, I'm very happy I'm not ganged. It is much more enjoyable when you can afford to have 3 wars at the same on your own rather than have someone else decide that for you.

Well I did warn you about Stygia and offered, and several time might I add, to change my nation if it seemed too powerful, and I had problems with it being modded and all.
I feel that Stygia is overpowered but so is Itza IMO.
There are just too many super strong sacred units with cool stuff and those insane mages, not to mention that hero of your with over 20 magic schools and a priest level of 5 and 30 base MR and 39 base protection? wow, and I thought rasuls were nasty... Also the fact that you have pretty much every magic school, cross combination, and built in communions in regular mages? that's too much. The only thing that hamper.

But hey, it's interesting, one super power against another.


Now, this last turn was a disaster. I almost lost two Rasuls!
The only Rasul that didn't have pearls for returning by mistake was the same that landed in your lands. A stroke of luck on your side I guess.
And I was just 1 turn away from VOR
That's why I set him to attack right away, I hoped you'd send just one magic dualer.

Well, be sure I won't be making any stupid mistakes like that any more.
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  #283  
Old September 14th, 2009, 04:18 AM

Executor Executor is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

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Originally Posted by rdonj View Post
I think we could have managed if anyone else had cast well of misery, even. But it was not to be Anyway I haven't given up yet, it may just be possible to win still. That hope is just rapidly fading.
I'm not THAT powerful! It's not me who's leading in all the freaking score graphs.
Also, that dom push came from my priests who dom pushed my dominion onto ogre forts for my rasuls to storm.

Man, you have no idea how lucky you were when you cast GONB. I planned to cast it the very next turn
But since I have no idea how much you put up and since noone wants to trade me nature gems, I guess I won't be overcasting it.

And now the current turn.
All in all, I like.
No dome over your capital? You should know better, but I guess that won't make a difference now...
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  #284  
Old September 14th, 2009, 05:04 AM
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Burnsaber Burnsaber is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Well as long as we are trash-talking, I might as well say a few things to Haida Gawaii.

I absolutely hate your PD ravens. I had these elaborate plans to just teleport some gifted thugs and take all your non-forted provinces that way, but the damn ravens will attack my guys before they can buff. Curse them! Once all your lands belong to the blue star, we will decimate every single one of them.

Those thunder birds are also pretty nasty, but how are you intending to assault me? My dominion isn't going anywhere soon. Also take note that we are deploying anti-storm-birdie measures as we speak. Your blasted birds will not protect you for long.

You wild savages will become civilized and abondon your heretical totem spirits. Abandon your uncomfortable huts and exposure to the cruel wilderness. For the City of Wonders is the Nexus, the center of all, and the soon-to-be capitol of the known world. Join us and become one of the gifted, the blessed, the superior, the benevolent protectors of the weak.
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  #285  
Old September 14th, 2009, 04:01 PM

Valerius Valerius is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

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Originally Posted by Burnsaber View Post
I absolutely hate your PD ravens. I had these elaborate plans to just teleport some gifted thugs and take all your non-forted provinces that way, but the damn ravens will attack my guys before they can buff. Curse them! Once all your lands belong to the blue star, we will decimate every single one of them.
Yeah, Ravens are excellent. They were pretty much the only unit I used during my initial expansion. But I don't think they are part of my PD - I dropped off a few in all my provinces to provide a welcoming party for your Captain America wannabes.

Quote:
Originally Posted by Burnsaber View Post
Those thunder birds are also pretty nasty...
Thunderbirds are interesting. You have a great counter available in the form of your Watchmen but they can do some nice damage to any unit that doesn't have LR 100 (please do send more Smiths ).

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Originally Posted by Burnsaber View Post
...but how are you intending to assault me? My dominion isn't going anywhere soon. Also take note that we are deploying anti-storm-birdie measures as we speak. Your blasted birds will not protect you for long.
Uh, I'm still working on that one. I think I counted too much on the thunderbirds. But as you say, they only work defensively and at the moment I'm not taking the battle to you, which means eventually you'll wear me down.

Quote:
Originally Posted by Burnsaber View Post
You wild savages will become civilized and abondon your heretical totem spirits. Abandon your uncomfortable huts and exposure to the cruel wilderness. For the City of Wonders is the Nexus, the center of all, and the soon-to-be capitol of the known world. Join us and become one of the gifted, the blessed, the superior, the benevolent protectors of the weak.
This points out the sanctimonious hypocrisy of the Alugrans better than anything we could say. Tell us, did the innocents sacrificed to summon the vampires in Lish feel you were "benevolent protectors of the weak"? The people of Haida Gwaii call on all nations to oppose the imperialism of the Alugrans, though we realize that with the entire world at war aid is unlikely to arrive. But we will fight to the last Thunderbird, the last Raven!
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  #286  
Old September 14th, 2009, 06:34 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Quote:
Originally Posted by Executor View Post
Never had time to post something regarding the last turn and all this new stuff.

Quote:
Originally Posted by rdonj View Post
So executor, are you happy for once you're not really being ganged?
Yes, I'm very happy I'm not ganged. It is much more enjoyable when you can afford to have 3 wars at the same on your own rather than have someone else decide that for you.

Well I did warn you about Stygia and offered, and several time might I add, to change my nation if it seemed too powerful, and I had problems with it being modded and all.
I feel that Stygia is overpowered but so is Itza IMO.
There are just too many super strong sacred units with cool stuff and those insane mages, not to mention that hero of your with over 20 magic schools and a priest level of 5 and 30 base MR and 39 base protection? wow, and I thought rasuls were nasty... Also the fact that you have pretty much every magic school, cross combination, and built in communions in regular mages? that's too much. The only thing that hamper.

But hey, it's interesting, one super power against another.


Now, this last turn was a disaster. I almost lost two Rasuls!
The only Rasul that didn't have pearls for returning by mistake was the same that landed in your lands. A stroke of luck on your side I guess.
And I was just 1 turn away from VOR
That's why I set him to attack right away, I hoped you'd send just one magic dualer.

Well, be sure I won't be making any stupid mistakes like that any more.
You did offer, and I really wish I'd taken a better look back when you did. I looked to see who it was and recalled my sp experience with them. The pop-killing, the severe lack of gold, and most of all the masses of yilan tanri who would die horribly each turn trying to kill anything. Or get shot to pieces by my own composite bowmen. I had gotten a few nazar goz before, but didn't really look at resul al'zaman, I maybe summoned one. I remembered their death summons were strong, but I had no recollction of how strong. Those have to be one of the most overpowered units ever released in a mod :P Anyway, it is completely my own fault, I should have taken a better look but I really wanted you in the game

I'm still not convinced that itza is any more overpowered than any of the traditional super nations, but I'll admit they certainly do place a lot of eggs in one basket with the slann. I could see it much more easily if each of my 4th gen slann had 3 in one path plus crosspaths or something, but they don't. Slann who are particularly powerful in one path are exceedingly rare. The 3rd generation slann are where itza starts getting crazy magical power, before then you absolutely have to rely on large skink communions. The 5th generation slann are even exceedingly close to unusable for battle magic, given their cost, even with a communion. The only reason I feel justified using them on you is for the h3 and high astral :P It at least gives me some buffs. All the saurus summons are pretty neat, and it's nice to have a use for fire gems. Not that they're really helping me that much against you, except the saurus of tepok. Those flying saurus are very nice for the counter-raiding that makes up much of my war effort.

As for my hero, you're overstating him a bit. He does have exactly 20 magic paths (mostly water and astral, the astral being more or less irrelevant and the water... letting me summon water queens, I guess? Natural niefel flames caster? Ignore those and he loses 11 paths)... and h5. But 38 prot? He has 38 prot in the same way he has 1 hp His prot is really 14, he just happens to have 38 in his first form, which has 1 hp and some nice resistances to help keep it alive. I do have lots of cross pathing, which unfortunately does not benefit from the benefit of a hammer for forging, and is usually no better than 2/2 or 1/3. So while I do benefit from it, I sacrifice a LOT to get it. Especially since slann can only be fit with miscellaneous boosters.

Heh, I was told to expect to lose 2-3 slann, so I sent 4. And then lost one of them this turn, meh
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  #287  
Old September 14th, 2009, 06:46 PM

Trumanator Trumanator is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Well, Alchera finally managed to kill one of my avatars! Never fear though, more are on their way. And with the bloodstone factory ever increasing, the rate just speeds up!
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  #288  
Old September 14th, 2009, 06:53 PM

Executor Executor is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Ah, Nehekhara and blood is a crazy combination! good old times...

Sigh, I liked Sytigia because of their troops, mostly sacreds, not summons or free chaff, and as it turns out the troops are the only thing I didn't use with Stygia, so sad...

Rdonj? No comment on your capitals assault?
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  #289  
Old September 14th, 2009, 06:55 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Quote:
Originally Posted by Executor View Post
Quote:
Originally Posted by rdonj View Post
I think we could have managed if anyone else had cast well of misery, even. But it was not to be Anyway I haven't given up yet, it may just be possible to win still. That hope is just rapidly fading.
I'm not THAT powerful! It's not me who's leading in all the freaking score graphs.
Also, that dom push came from my priests who dom pushed my dominion onto ogre forts for my rasuls to storm.

Man, you have no idea how lucky you were when you cast GONB. I planned to cast it the very next turn
But since I have no idea how much you put up and since noone wants to trade me nature gems, I guess I won't be overcasting it.

And now the current turn.
All in all, I like.
No dome over your capital? You should know better, but I guess that won't make a difference now...
And yet, with me leading all the score graphs, I have completely failed to make any sort of relevant headway on you. In fact all the action takes place inside my own territory, since you are fighting me with nothing but summons and SCs. Again I switch gears, we'll see what sort of difference it makes. Well, I guess the dominion coming from your priests does make the world look less ugly. However it seems my dominion is struggling now anyway. Not good for my chances of beating you.

I was a bit surprised no one tried to challenge my gift of nature's bounty. It's a pretty powerful spell. But with my gem income it is a bit risky of a move, so I suppose I can imagine why no one has. Unless there was a dispel attempt I wasn't aware of .

As for doming my capitol, I figured that strategic mobility was more important than blocking your spells. Of course, now that I have FIVE of your immortal SCs sitting on top of me, I begin to question the wisdom of my choice. And, may I point out to anyone who reads this post, several of them have been given elixirs of life. So now, if I want to magic duel these insane monstrosities, I have to succeed twice. Feh. I have to hand it to you, I'm not sure I can imagine a better use for one of those elixirs. The difficulty I will have to go through to kill these things, who also carry pearls to cast returning, is simply absurd. I'm beginning to dread opening my turns....
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  #290  
Old September 14th, 2009, 06:58 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Quote:
Originally Posted by Executor View Post
Ah, Nehekhara and blood is a crazy combination! good old times...

Sigh, I liked Sytigia because of their troops, mostly sacreds, not summons or free chaff, and as it turns out the troops are the only thing I didn't use with Stygia, so sad...

Rdonj? No comment on your capitals assault?
Sorry, my post was getting so long, I decided to break it into two.

Oh, you meant their HUMAN troops. Well, I guess it would have been hard with your populace dying off so fast. Most of stygia's troops aren't that tough really, though the nomad infantry with those crazy composite bows is pretty impressive.
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