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February 27th, 2007, 03:45 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
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Re: The Quick and The Dead (Accelerated Start) [OP
Quote:
Rathar said:
The only thing I lack is truly sufficient amounts of gems/slaves etc to fuel my theoretical capabilities.
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Yeah I am finding this also. Its so odd, with 65 sites I thought that I would be swimming in magic sites. But my gem income is only average. Perhaps we should push it up to 70 (can you even go to 75?) in the next game.
Quote:
I'm building lots of indy priests how 'bout you?!
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Hahahah yeah I just built my first temple in an indy province. The indy priests will be coming soon 
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February 27th, 2007, 04:13 PM
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Second Lieutenant
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Join Date: Oct 2004
Location: Tucson Az
Posts: 463
Thanks: 11
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Re: The Quick and The Dead (Accelerated Start) [OP
Yikes! Looks like I may be the first to go down..
Midgaard just boated in 585 troops to my capitol.! Anyone with artillery is greatly encouraged to test it out on region 146!!
Oh and his wyrm god is all alone underwater in 161.
Rathar
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February 27th, 2007, 04:14 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
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Re: The Quick and The Dead (Accelerated Start) [OP
I agree with calmon about the starting gem idea. It might unbalance things somewhat. But if bumping up the sites number doesnt fix it, it seems worth exploring the idea a little.
So, you can't directly mod gems into a player's starting treasury as far as I know. But, there are a couple of things you could do tho. The first thing that springs to mind would be to give each player one or more gem-generator items.
Another idea would to mod in a special magic site that produces.... say 1 gem of each type? And add that to each players capital.
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February 27th, 2007, 06:14 PM
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First Lieutenant
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Join Date: Oct 2006
Location: East Norriton, PA
Posts: 744
Thanks: 3
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Re: The Quick and The Dead (Accelerated Start) [OP
I like the relitivly low gem count. Puts more emphasis on building different troop types and using combinations of archers, infantry cavelry etc instead of all your strategy going into a handful of mages and their abilities.
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February 27th, 2007, 07:08 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
Thanks: 0
Thanked 1 Time in 1 Post
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Re: The Quick and The Dead (Accelerated Start) [OP
Ugh... How did Caelum make the comeback of the century? That army of mammoths and seraphs (or whatever) is ridiculous.
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February 28th, 2007, 02:47 AM
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Corporal
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Join Date: Oct 2006
Location: Newport Beach, CA
Posts: 153
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Re: The Quick and The Dead (Accelerated Start) [OP
Arcoscephale and Ulm will burn. They chose that path over a year ago. Both nations shall experience the same mercy I faced.
--Gabrielle, High Avatar of Caelum
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February 28th, 2007, 01:50 PM
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Second Lieutenant
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Join Date: Oct 2004
Location: Tucson Az
Posts: 463
Thanks: 11
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Re: The Quick and The Dead (Accelerated Start) [OP
Dear Midgaard,
On this side of the ocean there is only starvation, disease, and death.
Please to go home.
Rathar
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February 28th, 2007, 03:28 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
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Re: The Quick and The Dead (Accelerated Start) [OP
Hahaha, no chance rathar  I was hoping for a short, brutal war - but I will settle for a long bloody one. You put up a smashing defense at your capital, for which I salute you. But it was your walls that saved you. When you face me on the field I will crush you, Wailing Winds or not.
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March 1st, 2007, 03:06 AM
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Second Lieutenant
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Join Date: Oct 2004
Location: Tucson Az
Posts: 463
Thanks: 11
Thanked 0 Times in 0 Posts
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Re: The Quick and The Dead (Accelerated Start) [OP
Bah, my walls did nothing as my valiant troops marched right out of the gates first thing! Sigh.. So hard to time/space a gate defense..
Rathar
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