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Old October 20th, 2011, 02:02 AM

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

Alright, turn sent, and I've seen that big battle from the previous turn... quite lengthy!

While I lost almost no commanders during the battle, the 20 who routed were all lost. Sigh.

I did learn some useful things, however! First, fire resistance (even 100%) doesn't protect against magma eruption. Second, Darkness pays incredible dividends for the cost. Third, Relief isn't an instant fatigue reset, and shouldn't be the last spell scripted
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Old October 20th, 2011, 02:17 AM

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

I never noticed you had any routed commanders in that one. I was just watching mine get decimated . Thanks for making me feel better

Darkness was real useful, I think you ended up hitting more of your guys then mine, especially when I first started casting it. However, you were able to get my mage who does the deed. He was more key to me then almost any other mage.

Thankfully things have finally quieted down next door. I have pretty decent neighbors back home who like the quiet life. Except for the occasional 2:00 a.m. baseball game with the guy who is blind. Still not sure why he was batting though. He did come over and apologize to the wife the next day.
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