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June 29th, 2010, 06:34 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: ThreeFort - Experimental game - Design pretenders
It could be interesting to take some unique items (probably the less powerful ones) and set them to Constr. levels 2, 4 and 6 with a maximum forge cost (65 gems in both primary and secondary paths). This would make it impractical to forge them but provide some magic items at those levels for lucky events - items that normally wouldn't be attainable with these game settings.
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July 3rd, 2010, 08:24 AM
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Captain
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Join Date: Apr 2004
Location: France
Posts: 820
Thanks: 4
Thanked 33 Times in 24 Posts
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Re: ThreeFort - Experimental game - Running
I'm finding this extraordinarily boring.
Forts which never get breached despite sending hordes of besiegers, even with magic items to help, make for a wholly uninteresting game.
I certainly played badly, but still, I'd rather quit, frankly. I'll keep playing because it'd be unfair to other players, but if a lurker wants to see what such a game looks like or if other players find this dull, at least they'll know.
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July 3rd, 2010, 02:45 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: ThreeFort - Experimental game - Running
Sorry you aren't enjoying the game. It's good you mentioned it, though. More than once I've been in games that people weren't enjoying and once one person mentioned something the others spoke up.
I know my chain casting of call of the winds has been boring but I didn't think I had any chance to beat you and wanted to see what Caelum would decide to do before risking what I had left on a major battle.
Also, it was only recently that you took over all my provinces and put all my forts under siege - up until that point I had the gold and gem income from those provinces and was actually still able to recruit despite my capitol being under siege. I think if you had done that earlier I couldn't have defended all of those castles and they would have started falling.
Thanks for sticking it out, though. On that note, Agartha staled this turn so I'll PM NooBliss.
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July 4th, 2010, 12:11 AM
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First Lieutenant
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Join Date: Feb 2007
Location: Manila, Philippines
Posts: 746
Thanks: 36
Thanked 2 Times in 2 Posts
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Re: ThreeFort - Experimental game - Running
I'm quite enjoying this game, and don't seem to have encountered Mictlan's problems sieging forts I will still probably enjoy the game even when Bandar Log eventually beats my ***!
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July 4th, 2010, 12:53 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: ThreeFort - Experimental game - Running
I think you overestimate my chances!
Ok, maybe not, but Caelum certainly looks scary over there. Poor Mictlan!
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July 4th, 2010, 04:42 AM
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Captain
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Join Date: Apr 2004
Location: France
Posts: 820
Thanks: 4
Thanked 33 Times in 24 Posts
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Re: ThreeFort - Experimental game - Running
Considering all my armies were busy in Eriu, I couldn't defend against Caelum. And I can't spam Call of the Winds or Seeking arrow.
I also think Bandar Log is taking its time to take Agartha forts.
I think I totally misunderstood the strategies needed for this setting. I thought it was about national troops when it's actually all about national mages.
And damn the eater of the dead, too.
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July 4th, 2010, 12:22 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: ThreeFort - Experimental game - Running
I see your point. With all those spells available from turn 1, mages can immediately do considerable damage (and of course there's little reason to keep them in the lab anyway).
But I will say, I've really come to dislike your D9 bless. I much prefer Mictlan with an F9 bless. Give your thug/SC some fire resistance and decent protection and they're ready to go to work against Mictlan. With that D9 bless there's so many MR rolls to deal with that some fail - which is real threat to low HP units.
Which leads me to the Eater of the Dead. I'd never summoned it before and was just looking for something tough to send against your sacreds. I'm happy with it so far, considering it's the only reason I still have that castle, and can report that after its first battle it's considerably stronger. Hopefully I can keep control of it for a while and not have it attack me...
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July 4th, 2010, 10:54 PM
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First Lieutenant
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Join Date: Feb 2007
Location: Manila, Philippines
Posts: 746
Thanks: 36
Thanked 2 Times in 2 Posts
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Re: ThreeFort - Experimental game - Running
Oh my! Eater of the Dead is Scary! Mictlan slaves will make good munching, he'll grow quite fast!
BTW, I'll be out of the country July 7-9, wed to Friday. I'll send in this turn in time, and will try to get the next turn in before I leave if I can, but after that I may need a 48 hour extension. Thanks!
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July 5th, 2010, 02:06 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: ThreeFort - Experimental game - Running
i just put most of Agartha's forts under siege, and the one i've been sieging for awhile is his cave fort capital with a bunch of stuff in it, so who knows how long that will take... It'll probably be the last of the three i breach.
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July 5th, 2010, 03:58 AM
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Sergeant
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Join Date: Mar 2010
Posts: 225
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: ThreeFort - Experimental game - Running
Speaking of Agartha. I was absolutely going to give a last stand fight, but my fully equipped Marble Oracle and some items for second thug disappeared. As simple as that, I dont have him anymore. So, I can do absolutely nothing now. Summoning crap just to prolong siege for Squirrelloid (without any hope to give a good fight afterwards) is, imho, unsportsmanlike, so I will just go AI if nobody minds.
Overall, this game format is interesting, but I sort of underestimated just how much of impact it will have. Namely, that Bandar Log will have access to arrow fend immediately, making bladewind (and thus my mages) nearly helpless. Well played.
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