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  #41  
Old April 15th, 2008, 04:09 PM

Edratman2 Edratman2 is offline
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Default Re: Hall of Doh!

I'm voting for Twan.

Mine involved teleporting a bunch of mages and a fully equipped rainbow crone to my main army deep in enemy territory. Than as my last action before "end turn", I read the messages again, saw that the main army was starving and had them move into a farm province instead of staying put as intended. Damn fliers attacked, then "Quit without saving", "Start New Game".
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  #42  
Old April 15th, 2008, 08:37 PM

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Default Re: Hall of Doh!

You think a no magic access under water is easy to over come?

Give it a try. Play Atlantis and don't buy a mage till you capture a under water lab or bring a land mage into the water. See how many turns it takes. Easier said than done.
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  #43  
Old April 15th, 2008, 09:38 PM
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Default Re: Hall of Doh!

Quote:
Sombre said:
There are plenty of magic using mercs though.
That Starspawn guy might be the only usable merc in the case described. Otherwise it's a bit of a chicken and-egg-problem: You'll need to outfit a mage with underwater breathing items to build a laboratory underwater. For that, you'll need a laboratory and research and the right magic paths. So your aquatic nation has to learn how to get mages with lungs real quick if they want to see any magic.
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  #44  
Old April 16th, 2008, 08:31 PM

IndyPendant IndyPendant is offline
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Default Re: Hall of Doh!

MP game deep in late game, the sort of stage where dozens of mages accompany armies and gems are downed like candy to power massive battle spells.

1) Attack an opponent's capital with my most powerful mage-buffed army. Win and start sieging. Forget to transfer to my battlecasters the 60 or so extra gems I had brought along on stealthed units for just that purpose. Watch many of my most powerful mages and army units slaughtered when my opponent sallies forth.

2) Get counterattacked, and now playing against two opponents. Send out one particular caster to support the defenses. He gets killed. The global he had cast previously goes poof.

3) Opponent is sieging my castle. Bring leaders and units from many directions to oust him. Forget to set the heavy spellcasters on "Move and Patrol". Army gets slaughtered while the heavies sit in the castle playing with their purdy gems.

All in the same game. All within five turns of each other.
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  #45  
Old April 21st, 2008, 01:50 AM

OMAC OMAC is offline
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Default Re: Hall of Doh!

Dom 3 was my first taste of Dominions, and being a newb, I started building fortresses everywhere. Manual? I don't need no steenkin' manual!

Cue resources reaching all-new lows. Cue my bewilderment as my Ulmite army production grinds to a clanging halt.

That being said, I was the safest damned nation on the map, and I don't care what you say. *folds arms*
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  #46  
Old April 21st, 2008, 12:59 PM

hunt11 hunt11 is offline
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Default Re: Hall of Doh!

my favorite doh moment was when i sent my god out and the province it was in suffered a random event which killed my god, shortly after that i quit the game and tried again
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  #47  
Old April 21st, 2008, 01:19 PM
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Default Re: Hall of Doh!

Quote:
IndyPendant said: All in the same game. All within five turns of each other.
Yeah, in this game it's always the little things that gets you in the end. It's almost like a planned feature that a small nation can stand up to a more powerful foe through superior micromanagent.
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  #48  
Old April 21st, 2008, 02:07 PM
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Default Re: Hall of Doh!

Well, like a life itself...
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  #49  
Old April 21st, 2008, 02:40 PM

Edratman2 Edratman2 is offline
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Default Re: Hall of Doh!

I had a new one on Saturday.


For the first time in about a hundred games I decided to blindly attack a province on the opening turn with my starting army because I'm playing my own mod with a decent starter set. Managed to pick a province with 3 zillion knights and get thumped. At the same time, probably because I went with bad scales, got a barbarian invasion attack (only 2 zillion barbarians) on my capital. All I could do was read my messages and look a total military force of a mage (gotta have a mage, don't want to lose your lab to an earthquake in the first turn), some double blessable sacreds (if I had someone to bless them)and a scout in an adjacent province.

I came up with a fairly clever solution; "start new game".
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  #50  
Old April 22nd, 2008, 09:49 AM

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Default Re: Hall of Doh!

You could have prophetized that mage
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