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March 1st, 2004, 01:55 PM
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Re: Jotunheim:Utgard AAR
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The Vans begin the battle with almost all of their units starving, and with almost all bearing one or more afflictions.
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Is there an easy way to discern this, or did you pause the battle and click on each unit?
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March 1st, 2004, 01:56 PM
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Major General
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Re: Jotunheim:Utgard AAR
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Originally posted by Sand:
did you pause the battle and click on each unit?
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Yes, I actually did ...
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March 1st, 2004, 04:20 PM
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Second Lieutenant
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Re: Jotunheim:Utgard AAR
Hi. I've been reading this _very educational_ AAR, and I actually had a few questions about your not-so-early research.
First, it appears you rushed to Conjuration 6 and Construction 4. While I understand the Construction 4 (first path enhancers, and the Clams), I'm not exactly sure why you went all the way to Conjuration 6 so fast. I don't have the full game yet, so I may be missing a vital spell you were going for. IIRC, Acashic Record is 5. I think my main confusion stems from the fact that I don't see you summoning anything that would require Conjuration 6.
Anyway, love your AAR, keep it coming, and when I get the full game, I plan to do AARs using yours as a model.
Bayushi Tasogare
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Scott Hebert
Gaming Aficionado
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March 1st, 2004, 09:55 PM
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Re: Jotunheim:Utgard AAR
You might consider it helpful to push for Conjuration 9 and have some fun with Ghost Riders: An interesting quirk of the Ghost Riders, as well as any anonymous "independent" remote summons, is that the AI will not recognize it as an attack from YOU. Thus, you can cast it ahead of your advancing troops, and in addition to taking the province without a fight, not cause the AI to declare war on you and actively fight back.
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March 1st, 2004, 10:03 PM
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Re: Jotunheim:Utgard AAR
Just spent the morning reading through this (Last night I only got as far as reading about the Wyrm before I decided to go try it out for myself) and it has been entertaining and educational. I just got the demo this weekend, so I don't know nothin' about nothin'.
Here are some things I have learned:
-That province defences are actually something worth paying attention to.
-That you can zoom in and out of the map.
-That you can hit ctrl-n to do something useful to avoid forgetting dudes. (Seems like it cycles to the next commander type.)
-That if you preach out all of another pretender's domain they lose. (I think I accidentally did this once and was just sort of confused.)
-Some stuff about spells and magic that I can't yet try out with the demo but that seem useful to know when the full game arrives.
Thanks for all your hard work!
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March 1st, 2004, 10:17 PM
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Re: Jotunheim:Utgard AAR
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Originally posted by BouquetOfFlowers:
{snip} Thanks for all your hard work!
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And thank you for your praise!
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March 1st, 2004, 10:21 PM
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Re: Jotunheim:Utgard AAR
Quote:
Originally posted by Bayushi Tasogare:
I think my main confusion stems from the fact that I don't see you summoning anything that would require Conjuration 6.
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It was an error in judgement, plain and simple. It presumed I would grow my gem income faster than I have. Even my current gem income, while passable for item-making (if slowly) is woefully inadequate for the summons I'd like to be doing using Conj-6/7.
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Anyway, love your AAR, keep it coming, and when I get the full game, I plan to do AARs using yours as a model.
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I'm delighted you feel this way. Thanks!
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