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April 1st, 2005, 03:08 AM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
Posts: 771
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Thanked 3 Times in 2 Posts
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Re: Rebalance Mod game starting, everyone welcome!
Quote:
Saber Cherry said:
Quote:
Huzurdaddi said:
Whoa. Light lance. More attack. Lower cost. Sounds *very* good. What bless did you go with? Given the new data ( at least to me ) on how lances work I would figure that a W9 blessing would crush. A F9 would work well also since the unit has hooves.
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Ooops, I think I boosted White Centaurs way too much I was trying to keep them equivalent to Black Centaurs, which I was pricing to be affordable even though CW has almost no money, but that was a bad idea... W9 would bring them up to 21 defense, 22 hp, 12 protection, 13 strength, 12 attack, 16 mor, 14 mr, with 3 attacks per turn (average)... and stealthy, healing, 3 strat moves, forestry, all for 60 gold and 2g/turn. Quite a powerhouse... they'd probably kill most SC pretenders easily.
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Oh I whipped up a test game to see how the W9 bless would work. Not bad. They are not unkillable but they do a decent job against Indep-9 HC. And they seem to have a pretty decent charge ( I tried about 5 test cases and on average lost 2 units against HC indep-9 provinces ).
Sadly the beserk does not work well with the W9 bless ( as your defence goes down after getting hit ). I guess I should try out the F9 bless to see how that works ( it usually works dandy on units with a hoof attack ).
A F9W9 bless would be fun to try out ( but they are darn expensive ).
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April 1st, 2005, 04:23 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Rebalance Mod game starting, everyone welcome!
Quote:
Huzurdaddi said:
Quote:
Saber Cherry said:
Quote:
Huzurdaddi said:
Whoa. Light lance. More attack. Lower cost. Sounds *very* good. What bless did you go with? Given the new data ( at least to me ) on how lances work I would figure that a W9 blessing would crush. A F9 would work well also since the unit has hooves.
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Ooops, I think I boosted White Centaurs way too much I was trying to keep them equivalent to Black Centaurs, which I was pricing to be affordable even though CW has almost no money, but that was a bad idea... W9 would bring them up to 21 defense, 22 hp, 12 protection, 13 strength, 12 attack, 16 mor, 14 mr, with 3 attacks per turn (average)... and stealthy, healing, 3 strat moves, forestry, all for 60 gold and 2g/turn. Quite a powerhouse... they'd probably kill most SC pretenders easily.
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Oh I whipped up a test game to see how the W9 bless would work. Not bad. They are not unkillable but they do a decent job against Indep-9 HC. And they seem to have a pretty decent charge ( I tried about 5 test cases and on average lost 2 units against HC indep-9 provinces ).
Sadly the beserk does not work well with the W9 bless ( as your defence goes down after getting hit ). I guess I should try out the F9 bless to see how that works ( it usually works dandy on units with a hoof attack ).
A F9W9 bless would be fun to try out ( but they are darn expensive ).
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Yes, I'm using f9 bless, I could have gone w9 as well, but I've played basically every nation with sacred troops using that bless. They may be a little over powered, but given that they are capital only, and only around the power of vans, I'm not sure they are that bad.
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April 1st, 2005, 05:22 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: Rebalance Mod game starting, everyone welcome!
Quote:
Graeme Dice said:
Quote:
Saber Cherry said:
Does anyone else build armies purely of a single unit type when playing Abysia?
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Lava warriors and morningstar infantry are pretty much all I build.
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I only build Morningstar Infantry. Do you have any ideas on how to make the lineup interesting? And do you find the improved, cheaper salamanders or cheaper humanbreds tempting?
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April 2nd, 2005, 11:20 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
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Re: Rebalance Mod game starting, everyone welcome!
What about Marignon / Patrick ???
He's the last one to do his turn the 4th or 5th time in a row, if he did his turns at all ...
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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April 2nd, 2005, 03:42 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: Rebalance Mod game starting, everyone welcome!
Yeah I noticed this as well. I just recieved a PM from patrick that he feels he is unable to keep up with the 24hr quickhost and wanted to be set to AI. I countered that since his nation isnt being actively crushed, we should find a replacement.
As far as replacing him: Why not use one of the players who is already on the way out of our current game? Machaka just lost what looks like a final battle and from what I am told Mictlan is besieged by a powerful force. Would either of you like to replace Marignon?
edit: And by the way from what my spies show, Marignon is far from a lost cause. Due to bad capital location picking by the computer, Mari still has some room to expand if they move quickly.
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April 2nd, 2005, 05:57 PM
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First Lieutenant
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Join Date: Jul 2004
Location: Albuquerque, NM
Posts: 605
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Re: Rebalance Mod game starting, everyone welcome!
WTF? For the love of god, this game is just trying to [censored] piss me off. I just had 2 very expensive mages set to retreat who 'died when retreating into enemy territory' when they clearly had a province to which to retreat. [censored] this.
After I fight Man's army, I think I will take over Marignon. It was actually my nation of choice, but he got to it before me.
Edit: Actually, on second thought, I dont want to take over Marignon.
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Every time you download music, God kills a kitten.
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April 2nd, 2005, 06:12 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: Rebalance Mod game starting, everyone welcome!
Tauren, did you lose any provinces adjacent to the province where the mages fled from in the same turn? As far as I know, no one has ever figured out when fleeing actually occurs. If it happens immediately after every battle then situations like this can occur. If it happens at the end of the combat phase tho, this would be a bug.
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April 2nd, 2005, 06:26 PM
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First Lieutenant
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Join Date: Jul 2004
Location: Albuquerque, NM
Posts: 605
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Re: Rebalance Mod game starting, everyone welcome!
The only thing out of the ordinary that happened was I killed a scout in my only adjacent province. Maybe they retreated, like, during the battle with the scout, but thought the scout owned it, or something weird like that.
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Every time you download music, God kills a kitten.
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April 2nd, 2005, 07:26 PM
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General
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Join Date: Nov 2000
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Re: Rebalance Mod game starting, everyone welcome!
Were they amphibians who had to go from water to land or vice versa?
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April 2nd, 2005, 08:25 PM
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First Lieutenant
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Join Date: Jul 2004
Location: Albuquerque, NM
Posts: 605
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Re: Rebalance Mod game starting, everyone welcome!
Nope.
However, the army that forced them into retreat was mercenaries who were on the last turn of their contract. Maybe that had something to do with it.
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Every time you download music, God kills a kitten.
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