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June 15th, 2010, 09:16 PM
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Corporal
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Join Date: May 2008
Posts: 129
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Re: STACKERS, newbie game, (started)
I'll send you a replay if you tell me a good way to counter Staffs of Corrosion (acid bolts)
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June 15th, 2010, 09:32 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)
Acid magic is the most unconquerable effect in Dominions. You would need to use spells to supplement armor on the units affected by the acid. Secondly, after being affected by acid, you need to plant your army in a province with significant resources to repair the damage. Any resources not allocated to troop production will be used to repair damaged armor.
There is no spell that can stop acid damage. Units with natural armor are unaffected.
__________________
"Let your plans be dark and as impenetratable as night, and when you move, fall like a thunderbolt." -- Sun Tzu
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June 15th, 2010, 10:25 PM
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Corporal
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Join Date: May 2008
Posts: 129
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Re: STACKERS, newbie game, (started)
Thanks for the info. I haven't had to worry about damaged armor, as I either avoid the battery of acid throwers, or simply die.
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June 16th, 2010, 09:13 AM
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Corporal
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Join Date: Mar 2010
Posts: 109
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Re: STACKERS, newbie game, (started)
1. Could we go to 36 hours? I am starting to have problems with the 24 hour turn cycle. Although I would strive to stay with it, the complexity of the turns is demanding more and more time. One small time problem (like today!) and I have a stale.
2. I also have to request an extension this coming weekend. I will not be able to make a turn from noon GMT Saturday until midnight (GMT) on Monday. That should be about a 24 hour extension. Thanks.
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June 16th, 2010, 09:50 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: STACKERS, newbie game, (started)
A motion has been made. Comments on the 2 requests?
Going 36 hours?
an extra day on the weekend?
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June 16th, 2010, 10:34 AM
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Corporal
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Join Date: May 2008
Posts: 129
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Re: STACKERS, newbie game, (started)
I'm fine with #1, better a little slower than a stale turn.
#2: If we approve #1, do we need #2? Either way is fine with me.
Although I find myself counting down the minutes to see what the samarai swords and the squishy fishies have done to me this week.
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June 16th, 2010, 10:51 AM
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First Lieutenant
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Join Date: Jan 2010
Posts: 712
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Re: STACKERS, newbie game, (started)
certainly, as I said from the beginning, we should allow for extension when needed, it's standard practice on Llamaserver games, no reason for it not to be standard practice here as well...
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June 16th, 2010, 11:26 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Thanked 479 Times in 326 Posts
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Re: STACKERS, newbie game, (started)
Actually there are multiple reasons, and it will not be standard practice here.
But changing the maximum time for every turn, such as 24 to 36, is simple and can be requested as often as the group wishes.
Remember that Im often in the Chat if anyone wants to discuss something
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June 16th, 2010, 11:54 AM
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Corporal
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Join Date: May 2010
Posts: 78
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Re: STACKERS, newbie game, (started)
Quote:
Originally Posted by 13lackGu4rd
certainly, as I said from the beginning, we should allow for extension when needed, it's standard practice on Llamaserver games, no reason for it not to be standard practice here as well...
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lol - check out the boss man...
yes and yes.
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June 16th, 2010, 01:45 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)
Agree on increasing turn length to 36.
__________________
"Let your plans be dark and as impenetratable as night, and when you move, fall like a thunderbolt." -- Sun Tzu
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