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May 25th, 2010, 08:26 PM
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Second Lieutenant
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Join Date: Dec 2006
Posts: 564
Thanks: 1
Thanked 10 Times in 7 Posts
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Re: STACKERS, newbie game, (started)
Wow, I'm way behind on Dominion. I guess everyone likes high dominion SCs?
I'll have a present for them in a few turns once I have paralyze researched ;->
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May 26th, 2010, 01:29 AM
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First Lieutenant
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Join Date: Jan 2010
Posts: 712
Thanks: 5
Thanked 40 Times in 32 Posts
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Re: STACKERS, newbie game, (started)
yeah, cause paralyze will stop an SC with say amulet of anti magic(a very basic item, and on const4, a very basic research target)... heck, I don't even need that with my pretender, but hey, I'm R'lyeh, paralyze is stolen out of my book! so obviously I can also counter it...
oh and all this talk on how to take me out is so funny. first of all I'm quite far from all of you. second of all, there's no way any of you can actually fight me inside my waters. third of all, I'm R'lyeh, so I can easily go onto land and use the same weapons I have under the seas. fourth of all you've got each other to handle first, especially the normally banned Ashdod... don't mind him myself, as his ability to enter the seas is very limited, however you guys aren't as safe...
but hey, keep focusing on me, doesn't really bother me, especially in this tower map when gang bangs are practically impossible...
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May 26th, 2010, 05:34 AM
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Corporal
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Join Date: May 2010
Posts: 75
Thanks: 3
Thanked 0 Times in 0 Posts
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Re: STACKERS, newbie game, (started)
I'm resigned to the fact that if Ashdod gets to me before I get to certain research goals, I'm basically dead... but at least I'll splatter afflictions all over his expensive, expensive giants. Which is, you know, a pretty good argument to present to him to expand in the (only) other direction.
The only reason I'm vocal about keeping you underwater is that if I survive to run into you your mindblasters get to go all "lol your undead and plants don't matter" and make my marshmasters' heads explode. And I like my marshmasters.
(As for dominion? I get 10% income plus scales and anyone who comes charging in gets to pretend they're in Vietnam. MA C'tis has every reason to blow the points on it.)
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May 26th, 2010, 02:53 PM
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Corporal
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Join Date: May 2008
Posts: 129
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: STACKERS, newbie game, (started)
Most people will be happy to hear that Ashdod has started next to the water. I'm thinking that a few giants is not the weapon of choice against mind blasters.
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May 26th, 2010, 06:11 PM
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Private
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Join Date: Mar 2010
Posts: 16
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: STACKERS, newbie game, (started)
I wonder if there are any shambler reefs on this map. The ratio of coastal provinces to sea provinces is much lower than normal.
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May 26th, 2010, 09:11 PM
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Second Lieutenant
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Join Date: Dec 2004
Location: BF Illinois
Posts: 445
Thanks: 13
Thanked 27 Times in 21 Posts
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Re: STACKERS, newbie game, (started)
Ashdod is actually relatively easy to knock out very early on. Their units are very few in number and can be swarmed easily. Their thugs don't come into power until they can reach 0 Encumbrance--which is what Ashdod, admittedly, goes for first (Construction). If you can tag team them before they get Reinvigoration, they don't do terribly well. Markata swarms (especially enchanted ones) are nasty versus giants without reinvigoration.
You don't need Paralyze to stop giants--just lots and lots of cheap chaff.
In fact, I have found Paralyze, to be only of middling effectiveness since giants have high magic resistance. You have to send a lot of mages to make it effective and that means sacrificing research in exchange. Thus, if you can do the same thing with Fanaticism/Sermon and some chaff, so much the better. Battle fatigue is not MR negates.
__________________
"Let your plans be dark and as impenetratable as night, and when you move, fall like a thunderbolt." -- Sun Tzu
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May 27th, 2010, 07:24 AM
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Corporal
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Join Date: May 2010
Posts: 75
Thanks: 3
Thanked 0 Times in 0 Posts
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Re: STACKERS, newbie game, (started)
Welp, looks like people are starting to clang into each other. News from my part of the world isn't TERRIBLY interesting yet, other than "yaaaay my worthless site-searcher finally found some gems to make up for spending his entire working life not reading books". Even if it's only a fiddly little water site. Which none of you probably terribly care about, since A) nobody uses water gems and B) I have water paths and can dribble them into frost brands or something like that.
How about the rest of you? Any war dispatches yet?
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May 27th, 2010, 06:46 PM
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Private
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Join Date: Mar 2010
Posts: 16
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: STACKERS, newbie game, (started)
What happened to the turn schedule? I definitely didn't expect to see T9 when I got out of work today.
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May 27th, 2010, 06:50 PM
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Second Lieutenant
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Join Date: Dec 2006
Posts: 564
Thanks: 1
Thanked 10 Times in 7 Posts
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Re: STACKERS, newbie game, (started)
Quote:
Originally Posted by otic
What happened to the turn schedule? I definitely didn't expect to see T9 when I got out of work today.
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Everyone finished their turn, so the server ran and we moved on to the next turn. Don't worry, you still have 24 hours for your next move.
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May 27th, 2010, 07:05 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: STACKERS, newbie game, (started)
I could set the turns to go at 2am every day. Thats actually better on the server. But people have tended not to like that.
Over time the standard has become Quick Turns, and 24 Hours. The Quick says we will process a new turn whenever everyone has turned in a turn. Beware if you are the last person. As soon as you hit End it will host which means you wont have time to second guess yourself and make changes. If everyone gets their turns in we could host 3 or 4 times.
The 24 hours is a maximum we will wait. That keeps everyone from waiting a week for one person. At 24 hours we will host even if someone hasnt done a turn yet.
So dont count on the times too strictly. If we Quickhost then the 24 hours starts over from then. But there should always be at least 24 hours for everyone to get in a turn. If the game gets long and turns get time consuming we might extend that.
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