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February 7th, 2004, 11:33 PM
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Major General
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Re: I give up, you finally won me over
Quote:
Originally posted by Psitticine:
I play with the immobile pretenders quite a bit. I think they make early expansion a little harder, although the trade-off of having them busy researching, casting search-spells, and making items tends to set you up a bit better in terms of development.
As time goes on, my mobile pretenders tend to "settle down" anyway, save for really huge battles such as taking out an enemy capital, so immobility seems to make less and less of a difference for me as the game goes on, powerful (and more expendible) summons become available, and so forth.
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As was very amply demonstrated to me in Zen's IRC game Last night, strategies that work quite well in SP tend to be quite bad in MP. I have a hunch that immobile pretenders falls into the Category of for-SP-only.
Feel free to disagree, since my first (and thus far only) MP game was Last night, so I still have very much to learn.
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February 7th, 2004, 11:42 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
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Re: I give up, you finally won me over
I think Atul's example was pretty good for a use of immobile gods in a multiplayer game. Its a good choice for someone who cant seem to avoid the temptation to keep marching all your armies out to the front. A large high-hitpoint immobile pretender means not having to worry about surprise attacks at home.
As to site-hunting I think any extreme tends to be a bad idea. Working too hard to find every site is not efficient just as never searching isnt. Its somewhere in-between. (but I also have a big problem in that area. I just love to find surprises)
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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February 9th, 2004, 02:46 AM
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Corporal
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Join Date: Feb 2004
Location: Finland
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Re: I give up, you finally won me over
Quote:
Originally posted by Arryn:
As was very amply demonstrated to me in Zen's IRC game Last night, strategies that work quite well in SP tend to be quite bad in MP. I have a hunch that immobile pretenders falls into the Category of for-SP-only.
Feel free to disagree, since my first (and thus far only) MP game was Last night, so I still have very much to learn.
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I disagree. Immobile pretenders are very good in MP too, if you know what you are going to use them for. Thee's 2 of the especially useful: Oracle and Blood Fountain.
Oracle is an astral-3, meaning quaranteed acashic record, even for nations with no astral mages themselves, also has the nice ability of being able to forge the slave matrix for use in communion for non-astrals.
Blood fountain is Blood-3, and is good enough to start a blood econ for any normally non-blood race. There's many good blood mages that can be summoned with blood magic, and hitting your enemy with devils when you are playing man can be quite a shock.
Both have great dominion and cost 0, so you can have some kickass scales with them, meaning more/better troops and faster research.
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February 8th, 2004, 08:24 PM
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National Security Advisor
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Re: I give up, you finally won me over
Supply can be increased by building fortresses. Supply spreads to adjoining provinces from them.
Supply use can be reduced by magic items which provide supply. E.g. Bag of Wine, one per commander, reduces supply use in province by 25.
Heroes are often very useful, and there are specific national ones for each nation. Some other characters (sometimes with troops) appear for all nations at random too. Some of the mercenaries are also quite useful. The chance is mostly based on your Luck scale. If you want, there are threads here with more details.
PvK
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February 8th, 2004, 09:05 PM
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Major General
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Join Date: Oct 2003
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Re: I give up, you finally won me over
Quote:
Originally posted by Targa:
Let me throw in another question here also:
I've been pretty much using rainbow pretenders for the ability to locate most (if not all) magic sites early on in the game. Unless you go with Arco, or find some other way to have a large pearl income and get a mage-type who has 3 astral (for akashic), there doesn't seem to be a very reliable way to find magic sites of all flavors (since your national mages are going to be limited in paths and levels). Am I placing too much emphasis on finding all the sites? What does everyone else do?
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For some nations, it is enough to specialize in the nation's paths only, and holy. For example,
Man can research Thaumaturgy-2 quickly, and site-search in Air and Nature more quickly than with a pretender... and send a sole monk holy-searching. Abysia is much weaker in this respect because Fire, Astral, and Blood search spells are different paths, but you can just cast astral and fire site-searching spells and use a single Demonbred to manually find blood/holy site, or since you'll probably research Blood early, you can use a Dragon to manually search to fire-3 and holy-4 and cast astral and blood site-searches.
Atlantis is set with all (underwater) elemental site searches and water aboveground... never use a rainbow site-searcher with Atlantis. If you use a rainbow mage, give it 4 in the sorcery fields and 1 in the elemental fields... but the combat gods and underwater search spells are so powerful that rainbows are not a good idea.
It varies from race to race. If you want to find most of the sites without acashic record, you need a rainbow mage. But recently I played Vanheim with a water-only Blue Dragon and was able to find most magic sites using search spells... Nature with Druids, Bowl of Blood with a lucky blood-random, Air and Holy with Vanir, water with the dragon (manually searching), Earth with dwarves, Astral with a lucky 1-astral random on a dwarf, Death with an indy Necromancer from a site that lets you recruit necromancers... everything except fire.
If you gain critical mass in searching, you tend to stumble upon sites that let you recruit new mages that can cast search spells in new paths. In that game I found indy nature mages (druids), water mages (hydromancers, 1 and 2 water), death mages (2 death), and witches (worthless). Lizard shamen are also common, and have 1 astral (lets you cast the astral site-search).
-Cherry
[ February 08, 2004, 19:10: Message edited by: Saber Cherry ]
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March 2nd, 2004, 04:29 AM
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Private
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Join Date: Feb 2004
Location: Denmark
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Re: I give up, you finally won me over
Its me again, i had to take a break due to a crunch period at college :/ Damn game destroys my education...
Anyway, after some lost games I have managed to get my first wins. First i had a small map game, with me as Ermor/Ashen and a Micltan AI.
Read somewhere that this should be easy. Well it sure was
In my current game i got a big problem. I started as a Death/Nature enchantress for Jotunheim/Utgard. Damn shame, because I had the upper hand at one point. I tried the Tartarian Gate/Gift of nature strat i had found here. There were 4 opponents on the british map, and I had a big chunk of ireland, and most of middle england, when 2 random events and 2 seeking arrows set me back greatly. Incidently thats when Pythium and 2 other nations starts to attack. I tried to be defensive on one front (Ireland, where Ulm and Magnion attacks), while trying a counteroffensive attack against Micltan in the south. I decide to use my pretender in the offensive, and starts moving her to the south. When the main force get to the enemy capital, the pretender is 1 prov behind (have to spread out for supply reasons). They have broken the castle so I order them to storm... meanwhile i send my pretender into the capital province, assuming she will join the storm.
She didnt.. the result: My troops almost wins, but looses by an inch... Bah.
Meanwhile they have taken the province between their capital, and my land. So my pretender is stuck in the enemy capital, with only a few guards. I try to send her back, but he doesnt make it.
I then start cranking out priests (godes) to get her back. With the help of the mighty giants, the war is not doing that bad really, but when she returns she has lost 1 path in each magic type? (she was a rainbow pretender, having at least one in each path, except blood). She has an affliction (lost eye), but the tooltip doesnt indicate any magic loss. Has she really lost those paths for good?
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March 2nd, 2004, 04:34 AM
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Major General
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Re: I give up, you finally won me over
If your pretender dies and is recalled, you will lose 1 in all of your magic paths: This has no effect on your blessing, but that loss is, effectively, permanent: You can replace it by wishing or empowering, but it's not going to simply go away like an affliction might.
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