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August 16th, 2011, 02:47 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Thanks for playing Samhain and welcome again to the game buzzsaw!
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August 16th, 2011, 10:41 PM
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Private
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Join Date: Feb 2010
Posts: 24
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Thanked 1 Time in 1 Post
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Quote:
Originally Posted by Samhain
I have no new commitments, actually. Real life is just normally hectic. I just thought if you were enjoying yourself I should offer the option to continue. It's an option I would want if I were subbing.
Thanks again for taking over for me. And, have fun everyone!
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Well then, I stand corrected.
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August 20th, 2011, 03:09 AM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Well, that was a fine time to stale. My own fault, though: I knew I should postponed hosting earlier.
It appears my tenure as ruler of Arco may turn out to be quite short now that Ulm has it under siege without me having brought in any reinforcements to defend it.
Olm, I figured you were building a fort in 55. I considered attacking but didn't think I had the strength to win and a loss would have been disastrous. Not that you having a base to attack my territories is that good either...
Also, Louist has completed the current turn but will be on vacation for the next week. Elana, who is not on the forums, will be subbing (thank you!). So if you need to contact Ulm for diplomacy please send a message in-game.
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August 20th, 2011, 03:32 AM
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Sergeant
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Join Date: Jun 2011
Posts: 272
Thanks: 13
Thanked 6 Times in 6 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Quote:
Originally Posted by Valerius
Olm, I figured you were building a fort in 55. I considered attacking but didn't think I had the strength to win and a loss would have been disastrous. Not that you having a base to attack my territories is that good either...
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It should have been ready one turn earlier, but I put all my troops on Patrol, including the fortress-builder
Now lets see how I can capitalize on that fort.
But I am still wondering what makes my people ill in that cursed province.
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August 20th, 2011, 04:05 AM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Quote:
Originally Posted by Olm
But I am still wondering what makes my people ill in that cursed province.
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Hmm, I don't recall any messages about disease but then again Pan doesn't care too much about that. I do, however, have a lot of cursed Pans but I assume that's Arco's doing.
Are you sure it's not old age hitting the crones since we just passed late winter when aging takes place? I hate dealing with old age and found that a pain the one time I played Man.
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August 20th, 2011, 07:11 AM
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Sergeant
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Join Date: Jun 2011
Posts: 272
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
No, I have no crones there, only mothers. The old ladies did not join battle yet. And a couple of those mothers are diseased, as well as Lord wardens Castelans and Bards. Normal troops are affected too (only the Knights of Avalon seem to be Immune (or its unlikely on them due to the recuperation) I suspected a Bone Venom Charm, but even with heaviest patrolling I could find none.
Probably some disease spreading Site.
About aging: I don't see that much problem with it. I have growth 3, and I just live with it. Until now not one crone has died (but I recruited them late, I have to say) I have two or three now, that are diseased.
One way to work against age is buff their Nature. For a N4 Crone one
Thistle Mace is usually enough to make them young. For N3 I'd need Treelord Staff or Moonvine Bracelet+Thistle Mace. But thats a bit to costly for my liking. (Though viable for very rare and useful combinations like A4, E2 or W2)
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August 22nd, 2011, 03:41 AM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Those are good points regarding aging. Maybe it's just that I don't have the patience to deal with it. The only nation I regularly play that has to think about aging is MA Abysia and there I just factor forging a pair of boots of youth into the recruitment cost of a warlock.
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August 22nd, 2011, 04:52 PM
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Sergeant
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Join Date: Jun 2011
Posts: 272
Thanks: 13
Thanked 6 Times in 6 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
40 Nature Gems for one fortress inside my borders. Thats rather expensive. And another large army that will probably never go anywhere again. We'll see if that was worth it.
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August 23rd, 2011, 01:05 AM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Quote:
Originally Posted by Olm
40 Nature Gems for one fortress inside my borders. Thats rather expensive. And another large army that will probably never go anywhere again. We'll see if that was worth it.
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We'll see. I was just happy to take some offensive action. I was getting tired of constantly being on the defensive. Not sure what you mean by 40 gems, though. Faery Trod is 8 gems per casting. Not cheap, but I'm more worried about losing that army than about the gem cost to get them in position.
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August 24th, 2011, 03:24 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
I postponed hosting since we hadn't received a turn for Ulm. I also emailed Elana to see if she's run into any problems.
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