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July 10th, 2009, 09:32 AM
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Lieutenant Colonel
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Join Date: May 2007
Posts: 1,462
Thanks: 34
Thanked 59 Times in 37 Posts
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Re: Nox. MA+LA. Started.
If all events are prohibited in the first year it will make misfortune even more attractive and luck will be nearly never taken.
But plaguelike events are just too crippling.
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July 10th, 2009, 10:09 AM
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Major General
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Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
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Re: Nox. MA+LA. Started.
Quote:
Originally Posted by ano
If all events are prohibited in the first year it will make misfortune even more attractive and luck will be nearly never taken.
But plaguelike events are just too crippling.
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Just prohibited in the capitol for the first year. No restrictions elsewhere.
Also, I know conventional wisdom is that misfortune is free points, but the increased frequency of lost provinces to indie attacks is really annoying, and tends to disrupt military operations. I'm starting to think of misfortune as a worse disadvantage than death scales - at least I can predict lost revenue from death scales, and am not going to lose soldier hours taking provinces back or gem income while provinces are occupied.
(And it takes an amazing amount of PD for most nations to repel knight attacks, and even large barbarian attacks, and that's money that's not being spent productively).
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July 10th, 2009, 12:19 PM
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Second Lieutenant
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Join Date: Nov 2003
Location: Romford, England
Posts: 445
Thanks: 95
Thanked 13 Times in 9 Posts
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Re: Nox. MA+LA. Started.
Quote:
Originally Posted by Squirrelloid
Oh dear god, someone just put me out of my misery.
There isn't a water province I can see with less than ~70 inhabitants (except for the sea trolls, kraken, and hydromancer one...). While my pretender could have taken the 70 triton province, or the *120* triton province, my regular armies are not up to the task and won't be for a *long* time...
And of course half my freespawn are tritons so I'd even have a hard time gobbling up the easy land provinces I can see (trust me, all the land provinces I can see look easy by comparison).
I don't think i've ever seen a start with so many defenders, much less for such crappy provinces. (Seriously, 120 tritons for a 15 gold province? What the hell is that?) Where's the 20-40 tritons/merfolk/atlantian militia defenses?
Still in, really not doing much.
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My starts the same. We are on indies 6 I believe but the number of defenders is huge in the water. So expansion is really tough. If it makes you feel any better I suspect our province counts are pretty close and I am guessing your army is already bigger with your free spawn.
I am still suprised your tests showed a Ghost King could take on many indies on these settings. I mean he has no spells for buffs (apart from Twist Fate maybe) and no equipment. His standard weapon is 'no strength' so isn't going to kill anything with protection. I have used a Ghost king plenty of times. It was pretty much the only choice for pre patch Jomon if you ever wanted to use your summons. I always found them pretty fragile as they can't deal out any damage apart from a bit of chill (which takes time).
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July 10th, 2009, 04:04 PM
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Major General
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Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
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Re: Nox. MA+LA. Started.
Quote:
Originally Posted by Hoplosternum
Quote:
Originally Posted by Squirrelloid
Oh dear god, someone just put me out of my misery.
There isn't a water province I can see with less than ~70 inhabitants (except for the sea trolls, kraken, and hydromancer one...). While my pretender could have taken the 70 triton province, or the *120* triton province, my regular armies are not up to the task and won't be for a *long* time...
And of course half my freespawn are tritons so I'd even have a hard time gobbling up the easy land provinces I can see (trust me, all the land provinces I can see look easy by comparison).
I don't think i've ever seen a start with so many defenders, much less for such crappy provinces. (Seriously, 120 tritons for a 15 gold province? What the hell is that?) Where's the 20-40 tritons/merfolk/atlantian militia defenses?
Still in, really not doing much.
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My starts the same. We are on indies 6 I believe but the number of defenders is huge in the water. So expansion is really tough. If it makes you feel any better I suspect our province counts are pretty close and I am guessing your army is already bigger with your free spawn.
I am still suprised your tests showed a Ghost King could take on many indies on these settings. I mean he has no spells for buffs (apart from Twist Fate maybe) and no equipment. His standard weapon is 'no strength' so isn't going to kill anything with protection. I have used a Ghost king plenty of times. It was pretty much the only choice for pre patch Jomon if you ever wanted to use your summons. I always found them pretty fragile as they can't deal out any damage apart from a bit of chill (which takes time).
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I've found them more fragile on land because they don't like archers. In the water they're virtually impervious (bar hydromancer). You don't win combat by killing things, you win combat by making them run away, and you can damage just about anything. For example, a GK can handle arbitrary numbers of tritons or merfolk. (Once you're surrounded it really doesn't matter how many there are total - they'll break as squads...).
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July 10th, 2009, 06:19 PM
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Major General
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Join Date: Jun 2009
Posts: 2,157
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Thanked 116 Times in 73 Posts
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Re: Nox. MA+LA. Started.
Sigh, no edits:
Also, i'm reasonably sure while my standard attack is no strength it also ignores armor. Protection is irrelevant.
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July 10th, 2009, 06:56 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
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Re: Nox. MA+LA. Started.
Not irrelevent...
No strength means buffs like giant strength dont work. Things like trolls high hp/ + regen are slow to kill.
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July 10th, 2009, 07:47 PM
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Major General
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Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
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Re: Nox. MA+LA. Started.
Kills are irrelevant. Making them run away is. I've got a GK in one game who has personally conquered 9 provinces with a grand total of 14 kills. If they run away the all die. You only need to deal damage to cause a morale check, after all.
And how long do you think a GK is intended to solo indies for? Giant Strength? Seriously? By the end of year one he's a forger/researcher/battle caster/site searcher. He's not intended to melee other players' armies.
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July 11th, 2009, 09:18 AM
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Second Lieutenant
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Join Date: Nov 2003
Location: Romford, England
Posts: 445
Thanks: 95
Thanked 13 Times in 9 Posts
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Re: Nox. MA+LA. Started.
Well it isn't looking good for either of the water powers. I never received a turn 5 so have just staled out....
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July 11th, 2009, 09:33 AM
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Lieutenant Colonel
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Join Date: May 2007
Posts: 1,462
Thanks: 34
Thanked 59 Times in 37 Posts
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Re: Nox. MA+LA. Started.
I also didn't receive my turn in another game today. It happens. You should always check the game state at llamaserver page.
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July 11th, 2009, 09:46 AM
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Second Lieutenant
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Join Date: Nov 2003
Location: Romford, England
Posts: 445
Thanks: 95
Thanked 13 Times in 9 Posts
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Re: Nox. MA+LA. Started.
I did but of course there are two R'Leyh's in this game
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