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  #11  
Old October 30th, 2008, 06:17 PM

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Default Re: Tunes of Running Away

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Originally Posted by Falkor View Post
I remember testing this spell with EA Pan and it worked similar to the spell "Panic". Some of the enemies got their morale lowered but never did my units. I think you just got some unlucky rolls by morale check of your Dryads.

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So Panic doesn't affect your own units? ROFL, I ought to put it back in the game
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  #12  
Old October 31st, 2008, 08:10 AM
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Default Re: Tunes of Running Away

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Originally Posted by Epaminondas View Post
So Panic doesn't affect your own units? ROFL, I ought to put it back in the game
No, it doesn't. It's useful spell in early expansion. You go early for Thaumaturgy 2 for site searching spells so it's not a waste. Even one mage can make a difference against strong indies.
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  #13  
Old October 31st, 2008, 09:23 AM
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Default Re: Tunes of Running Away

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Originally Posted by Epaminondas View Post
So Panic doesn't affect your own units? ROFL, I ought to put it back in the game
Panic doesn't, but Terror does. That's such a tiny detail that it's often overlooked.
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  #14  
Old November 2nd, 2008, 02:37 AM
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Default Re: Tunes of Running Away

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Originally Posted by vfb View Post
Thanks everyone.

I was imagining that the Tune of Fear was forcing a morale check. I should have noticed that it lowered morale numbers instead! And it does not lower the morale numbers of friendlies, just enemies.

So my Dryads were just being a bunch of girly-girls. I also coincidentally switched from Satyr Sneaks (3 resources, no buckler) to Satyrs (4 resources, buckler), and took less losses in melee. It was probably my meat shields expiring that caused the Dryads to bolt.
LA Pan? Just recruit the hoplites, and some Centaurs if you can afford them. You are Ulm in essence, with this nation. And the Hoplites are very good.

Of course, the strength of this nation comes later, when they have huge Vine Critter armies.
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  #15  
Old November 2nd, 2008, 04:19 AM
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Default Re: Tunes of Running Away

I was not being Ulm, I was trying something different in CBM, a year-1 cast of Carrion Woods. Turmoil-Luck scales, so Centaurs were right out, and I was neutral in Production, so even Hoplites were hard to mass.

Anyway, it was a bit of a failed experiment IMO. Fun in SP, but not really up to the challenge of the big leagues. Here's my build:

Pangaea, Late Era
Lord of the Wild (Body 812, 95 hits)
Magic: Death 5 Nature 6 Blood 2
Dominion 6
Scales: Turmoil 3 Growth 3 Fortune 3 Magic 1
Dormant

He can basically cast Carrion Woods as soon as he wakes up, and I had Black Dryads summoning Mound Kings for leadership.
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  #16  
Old November 2nd, 2008, 08:57 AM
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Default Re: Tunes of Running Away

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Originally Posted by vfb View Post
I was not being Ulm, I was trying something different in CBM, a year-1 cast of Carrion Woods. Turmoil-Luck scales, so Centaurs were right out, and I was neutral in Production, so even Hoplites were hard to mass.

Anyway, it was a bit of a failed experiment IMO. Fun in SP, but not really up to the challenge of the big leagues. Here's my build:

Pangaea, Late Era
Lord of the Wild (Body 812, 95 hits)
Magic: Death 5 Nature 6 Blood 2
Dominion 6
Scales: Turmoil 3 Growth 3 Fortune 3 Magic 1
Dormant

He can basically cast Carrion Woods as soon as he wakes up, and I had Black Dryads summoning Mound Kings for leadership.
oh i dunno, it could work with some tweaking.
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  #17  
Old November 2nd, 2008, 01:56 PM

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Default Re: Tunes of Running Away

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Originally Posted by Nikelaos View Post
Quote:
Originally Posted by vfb View Post
I was not being Ulm, I was trying something different in CBM, a year-1 cast of Carrion Woods. Turmoil-Luck scales, so Centaurs were right out, and I was neutral in Production, so even Hoplites were hard to mass.

Anyway, it was a bit of a failed experiment IMO. Fun in SP, but not really up to the challenge of the big leagues. Here's my build:

Pangaea, Late Era
Lord of the Wild (Body 812, 95 hits)
Magic: Death 5 Nature 6 Blood 2
Dominion 6
Scales: Turmoil 3 Growth 3 Fortune 3 Magic 1
Dormant

He can basically cast Carrion Woods as soon as he wakes up, and I had Black Dryads summoning Mound Kings for leadership.
oh i dunno, it could work with some tweaking.
I don't think so, I've tried the same sorts of builds. One of my fav pan tricks is swarm, and what is it.. haunted forest.. enchanted forest.. the spell where they turn into undead upon death.

However its like enchantment 8 and it comes way too late to really help pan. I'd vote to bring that down a level. (Solar brilliance as well)
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  #18  
Old November 2nd, 2008, 03:34 PM
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Default Re: Tunes of Running Away

At least CBM makes Carrion Woods an option for the early game(in theory, at least).

It does seem a pity that the Carrion Dragon is a worse choice (points-wise) for Carrion Woods than the Lord of the Wild. Maybe q_m will do something about that in a future CBM release.
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  #19  
Old November 2nd, 2008, 04:37 PM
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Default Re: Tunes of Running Away

seems a pity haunted forest has the same effects as carrion woods,

or does it, i always assumed it affected deaths in battles (aswell as the normal spawn from carrion woods) like life after death except carrion critters are made and the enemy is also affected?
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  #20  
Old November 2nd, 2008, 05:25 PM
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Default Re: Tunes of Running Away

It doesn't. I believe Haunted Forest turns battlefield dead into Manikins who disappear after the fight.

Carrion Woods turns province population into Carrion units of various sorts outside combat, and said units are yours to command like any other recruits. Some of the carrion units are really rather nice indeed - the carrion elephants and the Sagittarians are prime examples. I don't know if you can get Carrion Ettins this way, or whether that's some sort of hero event only.

Enchanted Forest generates free Vine Men in forest provinces you own.
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