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August 9th, 2009, 03:41 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
I think we're fine. Feel free to go rat hunting though, so long as you leave the nest for me. The nasty rat things put me rather behind where I was hoping to be by now and they must be punished for upsetting the will of the great old ones .
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August 9th, 2009, 04:32 PM
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Sergeant
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Join Date: Dec 2006
Location: The wild barbaric north
Posts: 215
Thanks: 50
Thanked 5 Times in 4 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
Alugra has nature gems to trade and desires earth or fire gems in trade. Anyone interested please contact me in game or by PM
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August 9th, 2009, 05:38 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
In this vein, itza has pretty much everything to trade and desires earth gems/dwarven hammers.
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August 9th, 2009, 07:20 PM
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Sergeant
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Join Date: Jan 2009
Posts: 208
Thanks: 2
Thanked 4 Times in 3 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
Don't blame the rats for your lizards
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August 9th, 2009, 08:12 PM
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Major General
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Join Date: Mar 2008
Location: Serbia
Posts: 2,245
Thanks: 48
Thanked 84 Times in 46 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
Touche Tharoon, completely unexpected.
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August 9th, 2009, 09:10 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
Wow, it appears that noone here has any desire to give up! Tharoon just refuses to die in the face of Stygia's massive armies, and right when I was about to write off the Ogres they start smashing Alchera into little bits of dreamy mist!
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August 9th, 2009, 09:47 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
I wouldn't count alchera out just yet. He has lost some territories, but the ogres seem to be hurting rather more at the moment. Frankly I am surprised at how well alchera is performing in this game. I have to hand it to you the_vanishag, you are giving quite a good run of it this game. Perhaps there is something to be said for a nation being played by its creator.
I think it would be interesting, once a nation is defeated, for the player to talk about what they did and what they think about how the different nations interacted. This is one of the best chances I have seen to really take a measure of the different mod nations and their capabilities.
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August 9th, 2009, 10:32 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
Well once I got a look at Alchra's sacreds my estimate of the nation jumped about 4 notches. You think shadow vestals are good? Try them with a decent shield, 12 hps, 11 strength, high damage magic weapon, and unbanishable. Not to mention their only 40 gold 7 res. I dunno about the rest of his troops and mages, but those sacreds alone make his early and mid game.
edit: I don't want to tell another player how to play his own mod nation, but just judging by their similarity to shadow vestals, an A9 W9 bless strikes me as... less than optimal. Of course if there's some master plan then consider all this my own misunderstanding.
Last edited by Trumanator; August 9th, 2009 at 10:40 PM..
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August 10th, 2009, 12:11 PM
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Corporal
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Join Date: Apr 2009
Location: Cloudcuckooland
Posts: 134
Thanks: 31
Thanked 41 Times in 15 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
There is a plan, we'll see if it works out. It depends partially on Alchera's non-capital sacreds, the Dreamwalkers, and partially on something else I won't mention. Also, the bless is partially for the Dreamhunters (Assassins), whose invulnerability I wanted to maximize. They're too expensive to be disposable.
My kudos to Stattis for continuing to come up with the blood slaves to get more Mawtribe Ogres and otherwise making life difficult for me.
Out of curiosity, Trumantor, what bless would you have taken? Fire?
I lowered their cost from 50 gold and 8 (or 9) res in my last update to the mod. I may undo that with my next update. I'm also thinking about increasing the gold cost of the Dreamhunters but making them one year shy of old age, rather than starting old.
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August 10th, 2009, 01:50 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
Personally I don't feel there's anything wrong with them at the moment. They have nice attributes, but they also have serious issues. Like having 6 encumbrance. But this is a good chance to find out if that really is the case.
The bless definitely makes sense with regards to the dreamwalkers, though I would be wary of w9 on a 6 encumbrance unit. Obviously it seems to be working for you though
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