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  #1  
Old March 30th, 2010, 08:08 AM
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Default Re: Blood Red FIGHT ON!)

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Originally Posted by rdonj View Post
Bone scorpions are already 18d per scorpion... increasing the cost tenfold would make them more expensive than seraphs! That might be a bit much. Sounds like you got hit by a bunch at once, so either baalz has a construction site somewhere or he hit you with a crazily expensive army. Also you forgot to mention they have fear :P
We are talking here about summons that are in the league of tartarians. Except they don't need Conjuration 9. If the bone-scorpions required Conjuration 9, there would be no problem, because by then you would perhaps have *something* able to stop them. But no, when the first contact with Nehekara, starting as their neighbour, is to be overrun by two bone-scorpions (I actullay was able to kill those two in the next few battles, but then Baalz dragged in a few more plus the immortal mages...), then you know something is *wrong*. Either the bone-scoprions indeed need a silly price tag such as 180 gems *or* they require a hefty research (Conjuration 8 or Enchantment 8).

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Also the immortal mages are 500 gold and cap only, so it's not like they go for pennies.
Immortal mages with the abilities the Nehekaran ones have should not exist. Similar capabilities can be found on 500 gold mages, true, but the others are not immortal. The thing with the immortals are that they sort of don't die. 500 gold *is* peanuts for the immortal mages Nehekara has, it would be pure idiocy to not buy one every single turn.

The immortal mages need to be summons. If in doubt at how much such should cost, take a look at the immortal mages available in the game; the other immortals require about 40 death gems and lots and lots and lots of research.

With an endless horde of immortal mages and bone-scoprions nobody has absolutely anything to stop Nehekara after about turn 3. And it is rather hard to kill out an opponent in two turns
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Old March 30th, 2010, 08:54 AM

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Default Re: Blood Red FIGHT ON!)

Tomb kings ARE strong... but in their immortal form they have magicboost -1, and can become fairly useless. Here's an example tomb king from an old test game I made when baalz was talking about his intended strategy for this game on IRC: 2f 2a 1e 1s d3. That one got all the randoms it has any decent chance to get... and if it dies it becomes 1f 1a d2. That's the reverse of a basic buried sorcerer. Not all of them are like that, but it is not atypical for many to be similar or even worse.

I don't think it's quite fair to compare bone scorpions to tartarians. They do nothing for your magic diversity/strength, have more vulnerabilities (for one thing they're very vulnerable to smashers, which are only construction level 2) and can't wear items (and only two misc slot items if GoRed). They don't have the versatility, or the logistic flexibility of tartarians either. Not to say that perhaps some changes aren't in order, but I think what you've suggested would be going slightly beyond the bounds of reason :P. Giving them higher research wouldn't necessarily be bad, although I wouldn't really suggest high ench or conj since nehekara really badly wants to go to 8 in both anyway. Construction 7, perhaps....


Also, yes, the regen is a national spell, gives 1hp/turn to most nehekaran units.

Edit: Anyway, I should stop arguing about this in your thread, at least until victory is declared for certain.
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Old March 30th, 2010, 10:06 AM
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Default Re: Blood Red FIGHT ON!)

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Originally Posted by rdonj View Post
for one thing they're very vulnerable to smashers, which are only construction level 2
Unless you have plenty size 5+ thugs available, the crushers will do absolutely *nothing*. Do you know what a bone scorpion does to thugs who are smaller? It tramples them down. Good luck, you just wasted quite the gems and gold on the thug for nothing.

If using mage-priests, the combat AI reverts to casting Banish after their script is over. Banish against Nehekarans has absolutely no effect because of the (excuse me) retarded stats the Nehekarans have
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