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  #1  
Old October 3rd, 2011, 02:48 PM

Olm Olm is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running

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Originally Posted by Valerius View Post
Thanks for the in character post, Olm! Nicely done! And (unfortunately) very nicely done killing Pan's greatest hero. That was the only unit I had the could stand up to your combined forces and Pangaea is in mourning at his loss.
Well, it did not work as intended. I wanted to poison him to death.
But my mages reverted to streams of live.
What I found interesting is, that it seems to me that every SC, even the mightiest, can be stopped by a low level spell like entangling vines. He needs every turn to break free. So I can perhaps not kill an SC, but there is a way to neutralize him. Is that correct?

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You almost took the fort in 64 as well. Unfortunately I lost some quality troops (as well as a lot of chaff) and with your raiding and my decreasing number of provinces putting me in the red, there won't be any replacements, and all my successful defense did was postpone things a bit.
That problem remains for you.
The fort is now taken, and your home province under siege.
Your income has dropped to neglegible levels. I wonder how you will try to turn the tide.

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Originally Posted by Olm View Post
Your Bane Venom Charms are very effective, they diseased lots and lots of my mages. I would even go as far as to call them overpowered for the price especially thinking what a strong death nation can do with them.
As far as the bane venom charms go, they are a particularly good match for Pan since I can use them without fear of crippling my own mages. This is even more so the case in this game with the lack of indie mages. In a normal game if I had any half way decent indie mages I would hesitate to use a bane venom charm when under siege. Here the only non-national mages I'm likely to have (barring taking - and keeping - an enemy cap) are undead who also won't be bothered by being diseased.
But with an undead nation like Ermor, they must be killer.

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Originally Posted by Valerius View Post
Btw, if you like this version of Man you'll definitely want to check out the 1.92 version as it has everything you're using plus additional boosts.
Yes, I started a game with Man under CBM 1.92. (The idea with always taking Man is to really get to know one nation, before trying others).
Definitely cool stuff added. I always missed a commander for my Knights of Avalon, and now its there. The downside is, that the hero Rhianna is not so special anymore. In our game she is very special to me, because she uses the full potential af the KoA's in terms of speed on the tactics map. Addition of healing to the daughters is cool I think. And the added spells are great and very thematic.
But I guess I will miss those slingers. really got to respect them as siege force.
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  #2  
Old October 7th, 2011, 03:00 PM

Valerius Valerius is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running

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Originally Posted by Olm View Post
Well, it did not work as intended. I wanted to poison him to death.
But my mages reverted to streams of live.
It may not have been what you had in mind but it worked well enough. Sometimes the AI can drive you crazy but there it did a good job with tangle vines to pin down my prophet and then stream of life to go for the kill.

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Originally Posted by Olm View Post
What I found interesting is, that it seems to me that every SC, even the mightiest, can be stopped by a low level spell like entangling vines. He needs every turn to break free. So I can perhaps not kill an SC, but there is a way to neutralize him. Is that correct?
Yes, tangle vines works great. And it appears that as long as the arrow hits the square the target is in the effect is automatic (no parry attempt and air shield doesn't help). It won't get you the kill but will help your troops kill the SC. Or, as happened here, protect your mages while they take shots.

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Originally Posted by Olm View Post
That problem remains for you.
The fort is now taken, and your home province under siege.
Your income has dropped to neglegible levels. I wonder how you will try to turn the tide.
I think my current plans have less to do with turning the tide than with making a last stand.
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  #3  
Old October 10th, 2011, 07:09 AM

Olm Olm is offline
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Question Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running

I've got a game mechanics question regarding another game:

I had troops in Province A, the enemy had troops in province B.
Now I moved all my troops to B.
It seems he moved his troops to A.

I expected a clash of all troops in either A or B, depending on who is faster.

But the result was a battle in A AND B with my troops being split.

My understanding was that troops from one province move together. Is that wrong, or did something else happen, which I did not take into account?
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