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April 30th, 2008, 03:32 PM
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Join Date: Jan 2004
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Re: Mega Age II (Kingmaker) Sign Up!
Quote:
Xietor said:
yeah, i know what he is talking about.
I still do not make them. If I am playing a horrible research race and take drain, i will trade for them. But if I play a race with d mages, i prefer to spend my d gems on summons/combat spells.
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They're quite amazing with hammers. I forge them all the time. Especially if you had a race with drain, gives you a huge boost after you reach construction 4.
Jazzepi
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April 30th, 2008, 03:40 PM
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Re: Mega Age II (Kingmaker) Sign Up!
Access to skull mentors + hammers (+ lightless lanterns) = free design points as I'll take drain almost every time.
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April 30th, 2008, 03:45 PM
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Re: Mega Age II (Kingmaker) Sign Up!
Quote:
Baalz said:
Access to skull mentors + hammers (+ lightless lanterns) = free design points as I'll take drain almost every time.
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I agree. Especially if you use mentors to accelerate yourself into the lanterns. It's difficult to find a use for fire gems beyond lanterns, charcoal shields, flames from afar, elemental armor, and firebrand.
Jazzepi
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April 30th, 2008, 05:07 PM
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Join Date: May 2004
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Re: Mega Age II (Kingmaker) Sign Up!
Quote:
Baalz said:
Access to skull mentors + hammers (+ lightless lanterns) = free design points as I'll take drain almost every time.
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Wow you take Drain?? I'm shocked. I dont think I've ever taken it.
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April 30th, 2008, 06:20 PM
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Re: Mega Age II (Kingmaker) Sign Up!
Yep, obviously this is a great oversimplification, but if you do accept my previous suggestion that 10 gems = 2 extra combat casters (which makes sense if your mages are constrained by your number of castles and you have a research target) then an outfitted banelord is more like 6 extra casters. Obviously everything has its use, but 6 banefire/enslave mind/gift of heaven/thunderstrike spamming mages can most certainly trump a decked out banelord in lots of situations.
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May 1st, 2008, 10:15 AM
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Re: Mega Age II (Kingmaker) Sign Up!
what kind of gear would u usualy put on a banelord to make him effective?
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May 1st, 2008, 10:18 AM
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Re: Mega Age II (Kingmaker) Sign Up!
Quote:
Baalz said:
Yep, obviously this is a great oversimplification, but if you do accept my previous suggestion that 10 gems = 2 extra combat casters (which makes sense if your mages are constrained by your number of castles and you have a research target) then an outfitted banelord is more like 6 extra casters. Obviously everything has its use, but 6 banefire/enslave mind/gift of heaven/thunderstrike spamming mages can most certainly trump a decked out banelord in lots of situations.
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I don't even like banelords that much as thugs.
Jazzepi
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May 1st, 2008, 10:21 AM
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Re: Mega Age II (Kingmaker) Sign Up!
I really fear that nations that need some magic to work will be screwed here, not much space, difficult research, no CBM... probably astral powerhouses and bless nations are the only that can really be competetive. I really think that Mind Hunt, Master Enslave, Magic Duel should be simply removed from the game, that would make game more interesting.
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May 1st, 2008, 10:59 AM
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Re: Mega Age II (Kingmaker) Sign Up!
Mind Hunt is not that better than Seeking Arrow (which can't be resisted and kill most humans commanders), or Earth Attack and national assassination spells. In a large game trading for some antimagic amulets in not that hard.
Magic Duel is a spell very rarely used, it's just a problem if you have an astral 1-2 pretender and want to use it on the battlefield against an astral nation (not a good idea).
Master Enslave come late with slow research, remaining players should have a way to cast antimagic, but I agree in some situations (round one casting in defense, when the ennemy can't protect his army) it's one the most overpowered spell (like any instant spell not counterable in round one).
I'd like a game mechanic to be created, making impossible to use any instant battlewide offensive spells in round one (not only Master Enslave but also Rain of Stones, Earthquakes, Bone Grinding, Arcane Domination, Undead Mastery, Unraveling) so the attacker has one round to cast army buffs ; then endgame battles can't be resumed by "defender wins if he has mages and gems". But as this mechanic isn't present, and such a rule is totally unenforcable, I think it's better to play with them than to remove all the spells in this category (and see no reason to remove only master enslave, the problem is not a particular spell).
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