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July 20th, 2011, 10:43 AM
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Private
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Join Date: Oct 2006
Posts: 31
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Re: Independent Kingdom
Why would you ever choose either of those gods ever they are the most rubbish things I've ever seen
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July 20th, 2011, 12:18 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
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Re: Independent Kingdom
Quote:
Originally Posted by tombom
Why would you ever choose either of those gods ever they are the most rubbish things I've ever seen
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Why you mad bro? You don't think it fits the theme of the nation?
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
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July 20th, 2011, 05:15 PM
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Private
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Join Date: Oct 2006
Posts: 31
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Re: Independent Kingdom
Quote:
Originally Posted by Foodstamp
Why you mad bro? You don't think it fits the theme of the nation?
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Yes, they do. The theme of the nation appears to be "be exceptionally generic" and also of a low power level. The thing about the extra gods is that they're contending against the other gods, and they're pretty much strictly weaker than any of the others.
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July 21st, 2011, 08:10 AM
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Sergeant
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Join Date: Nov 2003
Location: Finland
Posts: 250
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The gods are one of the things I'm most happy with. You do realise they are 0 point gods? The whole nation is meant for people who don't want overpowered stuff. I think they are good value for 0 points anyway, besides being fun. For instance the Firbolg makes a really nice awake general. No magic and dominion 10 made for a very interesting game. The Adventurer is also a good budget god. A handful of points gets him useful level of magic (say fire 4) so he can support the opening armies with just a few levels of research in evocation.
You did realise that he has a magic weapon for self defence, some zero encumbrance armour, very low inherent encumbrance and an autocasting twist fate? At 20 points / magic path I think he's an interesting alternative for an archmage pretender.
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July 21st, 2011, 09:37 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Independent Kingdom
Makes sense.
I dont see it much for MP. But I would like to see it white-flagged and duplicated to fill all of the empty nation slots. That way I could use it in Solo play to provide an interesting twist. Turning on as many as I want to have the "independent" provinces castled and active.
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July 23rd, 2011, 11:49 AM
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Sergeant
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Join Date: Nov 2003
Location: Finland
Posts: 250
Thanks: 19
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Re: Independent Kingdom
It's a good idea Gandalf. Mabye a few variants with different magicians even.
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July 23rd, 2011, 11:50 AM
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Sergeant
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Join Date: Nov 2003
Location: Finland
Posts: 250
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Re: Independent Kingdom
But for the record, I'm so going to play in the next Middle Age multiplayer match we have, unless somebody else wants it instead. Having to work with real human troops is much more fun than overpowering people with cheese
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November 6th, 2012, 07:51 AM
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Sergeant
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Join Date: Nov 2003
Location: Finland
Posts: 250
Thanks: 19
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Re: Independent Kingdom
Has anybody dared to try this in a PvP game? I'd love to hear feedback.
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November 26th, 2012, 06:27 PM
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Sergeant
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Join Date: Nov 2003
Location: Finland
Posts: 250
Thanks: 19
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Re: Independent Kingdom
I discovered a mistake I had made. One of the mistresses of the elements has the wrong magic path. I'll fix and update the mod ASAP.
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