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September 28th, 2006, 02:39 PM
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Re: Silent Seas AAR
Quote:
st.patrik said:
I might try 'vision's foe' - I'll see what has the best prec. bonus.
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The Air/Death path it needs is wonky, but it's a good weapon, albeit slow.
I would imagine that it would be as frustrating as trying to have BBQ party in Niefelheim against Agartha...
Then again, you're not fighting against them.
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September 28th, 2006, 02:46 PM
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Re: Silent Seas AAR
hmmm... yeah air/death isn't a combo I have...
Maybe I'll try a thunder bow...
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September 28th, 2006, 02:49 PM
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Re: Silent Seas AAR
Thunder Bow + some strength enchanting item(s) works fine unless you run into lightning immune/strongly resistant enemies.
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September 29th, 2006, 11:00 AM
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Re: Silent Seas AAR
since the game is being shipped I will try to speed up the endgame - my goal was to have the game finished by the time people got their games.
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September 29th, 2006, 11:01 AM
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Re: Silent Seas AAR
Turn 75
Vanheim attacked a couple of times, once casting a spell which made my Yavanas believe they were chained with magical bonds and couldn't move. But it was not enough to save win the battle for them. Below is a shot:
Ananda again ventured out for target practice, but again found the province he attacked deserted.
I am sending out two army groups this turn: one from the western fortress to take over the troll-held province, and then on to further conquests. This group is led by Devarama, along with two Yakshas and two Yakshinis. They have 100 Yavanas/Guhyakas and some Bandar.
The second group is composed in exactly the same way, but is led by Bishen the Siddha. This group is leaving from one of the southern fortresses and heading into Vanheim's territory. In the next month or two I should be able to send out two or three more such groups.
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September 29th, 2006, 12:30 PM
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Re: Silent Seas AAR
That's the new False Fetters effect? It looks good. Let's hope all goes well with Vanheim.
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September 30th, 2006, 11:56 AM
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Re: Silent Seas AAR
Turn 76
Success on every front! Both my attack in the south against Vanheim and my attack in the west against the trolls went off without a hitch. Well ok there was that one time that some of my Bandar got a little to close to a magically induced hail of frost and a couple died, but in general everything went very smoothly.
I also attacked some independants in the north - the last independantly held province left in my territory. This one had an interesting mix of inhabitants: knights, woodsmen led by a druid, and barbarians.
The reason why so many different kinds of people were in the same province is that now when you attack independants and they rout, they flee to neighbouring independant provinces. Undoubtedly many of these guys didn't start here - but this was the last stand of many fugitives from other battles.
In the south there was a lot of tension in T'ien Ch'i's former capital this month. I have been carefully keeping Devasura and the Devatas apart, but this month, for the first time, Balastha and Devasura came face to face. Devasura, I may remind you, is a fallen Devata that was cast out of the Celestial Sphere and stripped of his powers. Eventually he turned to blood magic in an attempt to regain power. Balastha is a Devata, one of Devasura's brethren before he was cast out. I think Balastha is a little perturbed that I have accepted Devasura, and even more agitated by the fact that he (Devasura) is my prophet. If Devasura was in full health it might have come to blows, but as it is he has to be carried around by a pair of Bandar apes on account of his war wounds. Nonetheless, I am sending Balastha into Vanheim's territory at the head of another battle group, in part to separate the two. He will be heading south this month.
The other two army groups are also attacking this turn - continuing the offensive. As yet I haven't encountered any real strength from Vanheim. I suspect it is concentrated in his fortresses to the south. I also know he has been attacked by independants several times, and so much of his strength may have gone towards fighting them off. However, his so-called 'god' is up near my border, and so it is always possible that there will be an attack. I welcome the chance to destroy this upstart!
Apala and Thalassa are attacking the Amber Clan this turn - we will see if they can prevail.
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September 30th, 2006, 12:17 PM
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Re: Silent Seas AAR
Quote:
st.patrik said:
Turn 76
The reason why so many different kinds of people were in the same province is that now when you attack independants and they rout, they flee to neighbouring independant provinces. Undoubtedly many of these guys didn't start here - but this was the last stand of many fugitives from other battles.
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Actually no, this is a result of having several events happen in independetn province. Since indie provinces can also get random events, this one got struck by knight and barbarian events. Since they were all indies, they joined their defense instead.
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September 30th, 2006, 01:00 PM
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Re: Silent Seas AAR
That sure was a curious mix of indies. The new barb and woodsman sprites look great.
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October 2nd, 2006, 11:49 AM
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Re: Silent Seas AAR
erm, yeah, thanks for clarifying that Daynarr... a little confusion on my part... 
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