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  #1  
Old April 12th, 2005, 03:38 PM

Ironhawk Ironhawk is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

This is my first time playing Ulm, but I only recruit the heavy versions of the morningstar and pikemen inf. And of course the Black Knights. I can't diversify my infantry due to the speed differences. And honestly... with the exception of the pike infantry, I cant see any reason to buy the "light" units over thier "heavy" counterparts.

You know... it might be good at the end of this game for all the players to just do a little write up on thier experiences with that empire. Talk about which troops they used, against what, and why. Could either post here or send to SC?
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Old April 12th, 2005, 06:33 PM
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Default Re: Rebalance Mod game starting, everyone welcome!

Posting here would be ideal, both before and after the game finishes.

Arralen:
Quote:
Cost changes on other troops didn't matter up to now, as I still do not recruit them. (besides Longbows ..)

Correction: severaly "free militia" events would have made me bankrupt some turns ago
I've been recruiting (3 gold) militia like crazy. 10 of them cost as much as 1 jotun, but have three times as many hitpoints. They're great against things that scare me, like lances and Lava Warriors. I wouldn't mind a few free militia events
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Old April 12th, 2005, 06:54 PM

Ironhawk Ironhawk is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

Too get back to my original question tho: Is setting up summon factories against the spirit of a "recruitable rebalance" game? Should I focusing completely on combat with non-summoned units?
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Old April 12th, 2005, 07:46 PM
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Default Re: Rebalance Mod game starting, everyone welcome!

Quote:
Ironhawk said:
Too get back to my original question tho: Is setting up summon factories against the spirit of a "recruitable rebalance" game? Should I focusing completely on combat with non-summoned units?
Absolutely not. The reduced magic in the game is just to make it play differently from normal, to avoid a situation where halfway through the game, recruitable combat units become totally irrelevant, and to have fun using low-level summons that are normally ignored to save gems for later summons.

If some low-level summons are still totally undesirable in this game, or suddenely become undesirable due to changes is recruitable units, that's important data... and if recruitable units are totally outclassed by even low-level summons, that's also important data.

In other words, the rules are built into the mods being used, so try to exploit them in every way possible! If you pull your punches, it skews the results.
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Old April 14th, 2005, 08:55 PM

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Default Re: Rebalance Mod game starting, everyone welcome!

Has anyone heard from quantum? I havent seen him on irc and it looks like he is set to stale for a second time here... Should we delay the game at all?
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Old April 15th, 2005, 12:15 AM
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Default Re: Rebalance Mod game starting, everyone welcome!

I suggest you put a hold on the game. He appears to have no internet access, as he should at least be sending me his turns for SOC2 by email, which he is not doing either. Hopefully we can get a response from him soon. Otherwise, we may have to find a new player or set Pangaea as AI...

So, I vote for tunring off Autohost until we know if he's still able to play.
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Old April 15th, 2005, 01:29 AM

quantum_mechani quantum_mechani is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

At the moment, I am not able to play the turns. It seems that my ISP has disabled access to most ports because they detected port scanning activity (apparently because of a virus). This means I cannot connect to any dominions or IRC servers. I have
used every virus hunting software I can find, and restored the hard drive, but they still say that they detect port scanning.

In the meantime the only way I have of playing any turns is the awkward someone-else-sends-me-the-turns method.
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