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December 11th, 2003, 05:15 PM
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Private
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Join Date: Dec 2003
Location: Texas
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Re: Stop the Insanity!
I've experiementing with the squids for a while now, and 5 summoned krackens seem to form a tough bodyguard for the void gater. I haven't lost a battle yet, even against 3 greater othernesses (didn't even kill 1 kracken). Of course, a vastness hasn't shown up...
I've just been using my insane priests as slightly tougher mind bLasters with boots of quickness.
To go a bit off topic, the main problem with this race seems to be money. Upkeep becomes horrendous for the mind bLasting troops, and I can never seem to gather enough troops to defend my new coastal conquests. My strategy has been to race to conjuration 9 for abominations (while scouring the seas for magic sites), then forming small squads of these nearly invincible beasts backed by mages and conquering away, but this takes a very long time, not to mention a great deal of upkeep for all of those researchers.
Anyone else have this problem?
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December 11th, 2003, 11:39 PM
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Join Date: Nov 2003
Location: Bellevue, Washington USA
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Re: Stop the Insanity!
I found R'lyh to be one of the hardest nations to play. As was stated they consume a lot of gold and by the time they get strong enough to move onto land their armies are dwarfed by the other nations. Thanks for the tips on Void Summoning that was driving me insane! What about the other sites to be entered, I've had much trouble entering the sites that improve combat, do they need a particular unit to enter?
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December 12th, 2003, 12:23 AM
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Re: Stop the Insanity!
With a decent bless effect (Water 9) the Squidies are even more powerful. Try putting a Shroud of the Battle Saint on a Star Child with a Spell Focus.
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December 12th, 2003, 07:59 AM
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General
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Join Date: Nov 2000
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Re: Stop the Insanity!
Quote:
Originally posted by Slogan:
I found R'lyh to be one of the hardest nations to play. As was stated they consume a lot of gold and by the time they get strong enough to move onto land their armies are dwarfed by the other nations.
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That's why you move onto land as quickly as possible. Land provinces are easier to take than most water provinces for R'lyeh, as without tritons it takes much longer for the enemies to get to your line of mindbLasters.
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January 9th, 2004, 07:16 AM
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Captain
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Join Date: May 2001
Location: Nairobi, Kenya
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Re: Stop the Insanity!
May I bump this up and ask a clarifying question or two?
The unit to use in the Void Gate is the cheap, 80 gp star child? Or is it the 150 gp Starspawn who has holy power?
Does the increased summoning skill help the chances of success? Does it reduce the chance of failure resulting in attack? Does it reduce the chance of feeble mind? Does it increase the chance of getting a more powerful unit or the number of units?
I have been playing with some success, but I have a few too many questions to feel that I have figured this one out. I do like the potential for attacking almost anywhere at any time. I am on the Britain map and have everyone surrounded. My capital is right near France, so I am sure this is were the English got their distrust of the French from!
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January 9th, 2004, 07:32 AM
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Join Date: Aug 2003
Location: Sweden
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Re: Stop the Insanity!
Use the Starspawn priest (150 g) or the Hero Cthugul. They are less likely (especially the hero) to get fried. They are not better at succeding, but with time and no insanity their skills will grow and they will be able to summon some rather powerful beings.
There is an increasing chance everey turn of a summoning (you do not get a monster every turn, but after 4 turns IIRC you have one for certain). Every successful summoning gives the summoner some experience in the summoning skill. When summoning increases the effects are better.
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January 13th, 2004, 06:25 AM
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Join Date: May 2001
Location: Nairobi, Kenya
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Re: Stop the Insanity!
Thanks a lot for the clarification. I have been trying a number of different things over the Last couple of days. Having a good group of body guards is essential early on, as you I do not have the construction skills to build decent items.
It is still risky, as a big summoning gone wrong will wipe out your summoning skill and take the magic items and body guard away. 10% of all summonings will wipe out your summoning skill, leaving you with the minor summons resulting from low skill as you start again.
To be honest, it seems like a lot of investment for limited gain. To get the really good summons, you have to keep someone alive and sane for a long time. If he gets knocked out around turn 30, you have to start again and will not get much useful for that stage of the game. You know that feeble mind is going to knock him out at some point, so it is hard to justify. Perhaps a magic item which reduced the chance of feeble mind would make it more viable.
Also, the summons are your sacred troops. Given that you will not get many and their numbers and strength are pretty random, it is tough to plan a bless strategy around them.
Put another way, it is an expensive lottery ticket and I am not sure the prize is being paid!
On the other hand, I have had a tough time with other nations and would love to hear others methods for making this race a winner. I will check out the other thread.
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