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  #1161  
Old October 8th, 2008, 05:32 PM

Zeldor Zeldor is offline
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Default Re: KingMaker - let the Ascension War commence!

He can check if there is something serious. Nothing odd at my turn though, checked all new commanders to be sure.
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  #1162  
Old October 8th, 2008, 06:51 PM
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Default Re: KingMaker - let the Ascension War commence!

Quote:
Originally Posted by Xietor View Post
Lllamabeast actually told me:

"The onaqui probably is a national hero. Some heroes are just standard
units/summons. As for the water gem - odd, but not too serious.
I suppose it could be, recently national heros were raised to 6, so I suppose it could be another hero. Thats the 4th one I have had, best ever in a MP, glad I took luck.

The water gem is just plain freaky but of no importance at all.

I will wait and see if anything else happens before I touble Edi.
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  #1163  
Old October 8th, 2008, 06:54 PM

Xietor Xietor is offline
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Default Re: KingMaker - let the Ascension War commence!

If getting a free water gem bothers you, send it to ma man.
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  #1164  
Old October 8th, 2008, 06:55 PM

Xietor Xietor is offline
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Default Re: KingMaker - let the Ascension War commence!

I am still looking for capital counts from some nations. If I have to get them from llamabeast, much more than the number of capitals you own is going to be posted.

There will be detailed information on what capitals you own, and what province they are located for starters.
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  #1165  
Old October 8th, 2008, 06:58 PM
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Default Re: KingMaker - let the Ascension War commence!

Quote:
Originally Posted by Xietor View Post
If getting a free water gem bothers you, send it to ma man.
I can't even do that! Its appeared on a dude miles away from any lab I own, deep in enemy lands. The dude in question is a tad unusual, not your run of the mill scout, which is probably why I noticed the mysterious water gem.
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  #1166  
Old October 8th, 2008, 07:12 PM
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Default Re: KingMaker - let the Ascension War commence!

High Circle of Lanka rules over six capitals.
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Good game Hadrian.
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  #1167  
Old October 8th, 2008, 08:38 PM
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Default Re: KingMaker - let the Ascension War commence!

You didn't happen to equip that guy with that artifact fire booster eye thingy did you? That one occasionally generates W gems. (though 2 at a time if I remember correctly. )
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  #1168  
Old October 8th, 2008, 10:25 PM

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Default Re: KingMaker - let the Ascension War commence!

Bananadine has taken over as a temp sub for LA marignon. Since I killed him off as EA Abysia, I am sure he will do his best to cause my nation harm.

I told him his ally is Atul, and that he should contact Atul for any of the finer points of diplomacy.
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  #1169  
Old October 8th, 2008, 11:22 PM
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Default Re: KingMaker - let the Ascension War commence!

Utgard has 5 capitals.
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  #1170  
Old October 9th, 2008, 02:07 AM

baruk baruk is offline
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Default Re: KingMaker - let the Ascension War commence!

Here's my LA Abysia AAR, I've tried to trim it down to a few useful nuggets of information.

Good stuff that happened
  • Getting crossbows and Jade amazons.
  • My non-Air nation successfully grabbing an air mage (using a Succubus).
  • A victory in a major battle (against LA Man). I used my usual flaming arrows army with a surprise arrow fend (from my Titan) along with what I'm calling the fatigue triple whammy: heat from hell, rigor mortis and curse of stones.
    That meant I took the MA Abysia capital province, which I would hold for 30 turns or so (rebuilding the castle in the meantime).
Not so good stuff and mistakes with tragic consequences
  • The fight with LA Man produced one of those spurious battle recordings. I still won, but it turned out my Titan got muted (ouch!), diseased and lost an arm (rather than getting away unscathed as he did in the replay).
  • Watching the final battle for your capital and realising that COMMUNION SLAVES DON'T GET TO CAST SPELLS. That little nugget of information had sadly passed me by, so 12 of my 13 paralyse casters sat around doing nothing for the whole battle. Not ideal against an enemy front rank of ~20 thugs.
  • Rain of stones eventually bulldozing any of my elaborate battlefield magic strategies.
  • A cramped starting position (due to an awkward lake) combined with slow expansion meant I only got 6 indie provinces initially. Eriu had a similar start, but managed to do pretty well out of it - being small you need to have a successful war early on to have much chance of survival.
  • Getting into the water too late when I'd had the possibility of water breathing assassins for quite a while (thanks to my amazons). Eriu ended up grabbing the entire lake.
  • Inner furnace is an incredibly stupid spell for the AI to cast when your army is largely made up of (soon to be unconscious and on fire) indie archers and crossbowmen.
  • Splitting up my experimental bane thug squad, and not giving them enough magic resistance. 3 out of 4 got killed within a couple of turns - blindness, banishment and drain life accounted for them.
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