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  #301  
Old September 19th, 2006, 11:29 AM
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Default Re: Silent Seas AAR

What's that sword icon?
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  #302  
Old September 19th, 2006, 11:35 AM
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Default Re: Silent Seas AAR

I believe it's Armour-Piercing weapons. One of my Yakshas cast Weapons of Sharpness which makes all weapons AP.
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  #303  
Old September 19th, 2006, 12:43 PM

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Default Re: Silent Seas AAR

Quote:
st.patrik said:
I can, but only for turn 78, which is where I'm at currently (trying to stay ahead so that I can post fairly regularly here).

I have been trying to not look at them too much... more of the rpg element...

Maybe I should post them when the game concludes, so that the progress of the whole can be seen?
Okay.
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  #304  
Old September 20th, 2006, 03:30 AM
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Default Re: Silent Seas AAR

Oh, I was thinking it was Astral weapon, but that's right, AW has some kind of flame around the weapon.

I was going to say the Yavanas' one weakness is ranged attacks, but then I noticed they have bucklers, and I bet even bucklers have a good protection, shield bonus.

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  #305  
Old September 20th, 2006, 08:33 AM
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Default Re: Silent Seas AAR

Quote:
BigJMoney said:I was going to say the Yavanas' one weakness is ranged attacks, but then I noticed they have bucklers, and I bet even bucklers have a good protection, shield bonus.
Bucklers are just bucklers. They are the smallest shields available. They help, but Yavanas are still pretty vulnerable to archers. Now Gandharvas, with that insane armor especially for Early Age, THEY are scary.
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  #306  
Old September 20th, 2006, 10:13 AM
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Default Re: Silent Seas AAR

yeah missiles are their worst nightmare, despite the bucklers (although I'm sure it would be worse without them). Once you can cast Arrow Fend (which I have, in the screenshot) you're in good shape, and before then using archer decoys works mostly pretty well.

Besides, even without those things the Yavanas close really quickly, so you don't have very long before they enter melee.
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  #307  
Old September 20th, 2006, 10:20 AM
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Default Re: Silent Seas AAR

Turn 67
A mostly uneventful month: Vanheim attacked T'ien Ch'i, T'ien Ch'i attacked one of my undefended provinces (I left it undefended in my haste to attack T'ien Ch'i's fortified city), Vanheim attacked me with a small force in what used to be T'ien Ch'i's capital; a few magic sites of power were found by ritual-casting mages; a couple of unexpected, but unimportant events occurred...

What is important, and exciting, is that if all goes according to plan I will crush T'ien Ch'i's remaining forces next month, and his so-called 'god' will be banished forever from this realm. This shouldn't be hard: as far as I can tell he only has two provinces left, both adjacent to provinces I hold. Balastha will attack one and Bishen the other (with appropriate forces of course). Then the name of Di-ya, the abominable god of T'ien Ch'i, will be blotted out forever; the so-called Patron of Necromancers will become the plaything of death itself; the pretentious Turner of the Flood will be swept away by the mighty flood of my armies; the much-vaunted Lord of the South Wind will be blown away and the pathetic Lord of Terror will become a by-word of terror to the enemies of Kailasa!



I have re-outfitted Balastha - instead of boots of speed I have given him Winged Shoes, and a sword that makes him lucky. The plan is to cast spells and then fly to the rear of the enemy and kill.

In the seas, Apala is summoning a legendary Queen of Water to aid in the conquest of the oceans. In the west many items of power are being forged for the coming battle with Vanheim.
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  #308  
Old September 20th, 2006, 11:32 AM
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Default Re: Silent Seas AAR

Good going. Your enemies have no chance whatever against you.
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  #309  
Old September 20th, 2006, 01:49 PM
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Default Re: Silent Seas AAR

I'm starting to think you should have set the AIs to impossible, hehe.

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  #310  
Old September 20th, 2006, 05:38 PM

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Default Re: Silent Seas AAR

Quote:
BigJMoney said:
I'm starting to think you should have set the AIs to impossible, hehe.

=$=

The main problem is, that human tactics is just too much for the AI. Example: human players are using mass mage squads against the AI, and the AI is just not smart enough to do anything against it.
This is why mages in my total conversion mod will be very expensive. The players won't be able to field a mage army.
The mod will focus on regular/national/summoned units mostly. This doesn't means that the human players won't be able to beat the AI of course, however I plan to make other nasty things as well to enpower the AI in a special way. .
You will see that a TC mod can raise the AI to new levels.
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