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May 3rd, 2007, 05:35 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: The new units
Quote:
Endoperez said:
Of course, the later unitnrs are full of horrible, horrible spoilers and units without descriptions. Like big sacred pigs.
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Yep. The Pathological units are pretty nasty pieces of work if you have to come up against them. By the way, the misspelling is intentional. You can all thank Kaljamaha for that, when he saw the PArtholonian Sorcerer appear in the progress list way back when, he misread that as "Pathological Sorcerer" and much hilarity ensued. I always mentally refer to the Partholonians as "Pathologicals" now...
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May 3rd, 2007, 05:47 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
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Re: The new units
I will try that out. So using the last possible modded #newmonster number makes it so empties do not cause a game crash?
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
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May 3rd, 2007, 05:55 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: The new units
Quote:
Foodstamp said:
I will try that out. So using the last possible modded #newmonster number makes it so empties do not cause a game crash?
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That's my theory, at least. Don't know what else could cause it. The mod in question is my testmod, which has at one point or another housed ALL the mods I've done. At the moment, it holds three minor mods that I could publish already. In fact, I've already posted one of them, have finished another already and the third is waiting for the next version for the #specialeffectalways that just barely missed 3.08.
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May 3rd, 2007, 06:03 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
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Re: The new units
Quote:
Dedas said:
Great! Looking forward to it.
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Here is how the game went.
The air shield is a huge help against missile units. I am not sure that this is the best bless for these guys, but as expected, the bless made them fairly immune to archers.
The assassin Sidhes are hardcore. I made one my prophet and she pwnd phace most the game until she came across a Mictlan commander that summoned imps.
I hadn't played glamour nations in a long time, so it was fun raiding behind enemy lines. A strategy I had not been able to use since what seemed like forever ago. Stealth preaching with glamour units is fun too
The firbolg units are fairly hearty and one of my Bean Sidhes ended up becoming my elemental site hunter.
One thing not mentioned in the thread comparing these units to merman mages is the fact that the sidhe have very long lifespans and no chance of old age even with picks like 4 air etc.
In retrospect, the air 9 is an excessive bless I think. You can go lower air and still have good results vs archers I believe.
Watch your scales, I went with sloth 2 and I had difficulty recruiting the high resource sidhe units.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
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May 4th, 2007, 01:30 AM
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First Lieutenant
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Join Date: Jan 2007
Location: Tampa, FL
Posts: 687
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Re: The new units
I had good luck with a F4W9N4 bless, pretty much recruited straight sacreds and sidhe...with slingers using leftover resources.
Only played a sample game for like 30 turns, but they mowed through pretty much everything. Did not run up against archer heavy armies but with the few archers I did see a much higher rate of glamour being removed. Good survival at hold/closest to grab a blessing.
Pretty much decimated a mighty AI Niefelheim with very few losses. Had 4 or 5 armies of ~20-30 mixed sacreds/sidhe led by the first priest.
Not quite sure on the formula for str vs. sieging, but my little guys had a very tough time cracking the giant's castle. Str 9 i believe?
Didn't get Lugh on this game, but did get him in a mini-map test, looks great.
The standard fire/water bless works good, i think you might even do well with just a fire/nature as the glamour covers some of the defense you'd get. I think an A4/N4 added to either F9, W9, or S9 would be great. They already have a pretty good attack/defense/MR, and the S9 might work well for maintaining glamour. Blood might not hurt either with the low str. heck, they'd probably do well with just a rainbow bless of 4's. Going to test more 
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May 4th, 2007, 04:43 PM
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Sergeant
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Join Date: Jan 2005
Location: Rhode Island, USA
Posts: 359
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Re: The new units
I'm having tons of fun with E9- it does a good job of protecting them against archery, since they're much less likely to get damaged. E9N4F4W4 makes them pretty tough nuts to crack! Pretender chassis pick for that bless was annoying, I ended up getting my best shot with Great Enchantress... which I'd hate to do in MP, the S2 she ended up with would make her quite vulnerable.
I got Order 1 seeing the high resource costs, but Order 0 probably would've been enough; I always hit cash or occasionally holy limits first.
Tuatha are Str 13 (and Sidhe 12), but Air magic means you've got plenty of ways to break sieges.
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May 4th, 2007, 04:48 PM
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First Lieutenant
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Join Date: Jan 2007
Location: Tampa, FL
Posts: 687
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Re: The new units
Hmm... what were str 9 then? Guess I'll have to stop working and get back to playing 
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May 4th, 2007, 04:51 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: The new units
Quote:
Ewierl said:
I'm having tons of fun with E9- it does a good job of protecting them against archery, since they're much less likely to get damaged. E9N4F4W4 makes them pretty tough nuts to crack! Pretender chassis pick for that bless was annoying, I ended up getting my best shot with Great Enchantress... which I'd hate to do in MP, the S2 she ended up with would make her quite vulnerable.
I got Order 1 seeing the high resource costs, but Order 0 probably would've been enough; I always hit cash or occasionally holy limits first.
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I presume you meant Production, not Order.
It's probably easier to find a chassis for bless with E9 and one or two of the lesser blessings. Going for three of them... well, no wonder you're left with a Great Sorceress. It is true that they have a poor access to Earth pretenders, though. Only Cyclops has more than Earth 1. Earth Mother, Titan, Lord of the Forest and Great Sorceress all have other paths, but Earth at only 1.
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