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December 15th, 2010, 05:26 PM
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Second Lieutenant
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Join Date: Dec 2008
Posts: 539
Thanks: 15
Thanked 43 Times in 34 Posts
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Re: CBM 1.7 released
Quote:
Originally Posted by Corinthian
If that is your problem then you must hate Late Age C'tis.
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MA Ermor is the worst, maybe a bit more likely to spam Clams too... in the pre-1.7 days.
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December 16th, 2010, 06:45 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
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Re: CBM 1.7 released
Quote:
Originally Posted by llamabeast
...
Apart from that, I think it's horrid that a player can be reduced to one sieged fortress, but still be effectively at full power because the fortress is full of clam bearers. It completely disconnects power from provinces and armies.
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Well, come to think of it isn't it the same with a player that summoned lots of tarts and equipped them as SCs and now has all of his summoned and equipped ubber army hiding in his last VP?- Yes, he has no income to speak of but he is a power to be reckoned with although holding just that one fort. In that sense this scenario is born out of previous greatness - meaning a player can't get there w/o being a substantial power in the game to begin with.
Naturally the fact that clams generate income is what makes the difference but in light of the example I gave I find that one fort + gem gens argument somewhat weaker (though still solid  )
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December 16th, 2010, 08:13 AM
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Corporal
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Join Date: Nov 2010
Posts: 107
Thanks: 4
Thanked 5 Times in 5 Posts
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Re: CBM 1.7 released
Tartarians arn't any kind of economic power, you can't continue to generate armies with tarts. I suppose you could fort up with tons of Wraith Lords or other unit-generators, but the cost of building enough to actually build a worthwhile army in a reasonable # of turns is prohibitive.
Last edited by DeadlyShoe; December 16th, 2010 at 08:24 AM..
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December 15th, 2010, 01:22 PM
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Second Lieutenant
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Join Date: Nov 2003
Location: houston TX
Posts: 493
Thanks: 32
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Re: CBM 1.7 released
Having trouble opening one of my 1.71 MP turns.
says myloadmalloc: cant open ./mods/./Worthy_heroes/Loki_1.tga with a nagot gick fel.
This can be a real problem with fortress battles, since I have no idea what happened. Advice? I tried putting the relevant .tga in with the cbm1.71 tga, but it had no effect.
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December 15th, 2010, 01:56 PM
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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: CBM 1.7 released
Quote:
Originally Posted by rabelais
Having trouble opening one of my 1.71 MP turns.
says myloadmalloc: cant open ./mods/./Worthy_heroes/Loki_1.tga with a nagot gick fel.
This can be a real problem with fortress battles, since I have no idea what happened. Advice? I tried putting the relevant .tga in with the cbm1.71 tga, but it had no effect.
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I think you will have to to put the tga in the correct path (meaning create a worthy_heroes folder and put it there)... if the tga is not there automatically, it is definitely a bug.
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December 15th, 2010, 03:09 PM
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Sergeant
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Join Date: Jan 2009
Location: Reno, NV
Posts: 353
Thanks: 10
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Re: CBM 1.7 released
I was looking at TC summons, esp. Celestial soldiers. They are sacred and nice, however, being a 6th level national summon, IMHO they merit some magic weapon. E.g. Obsidian glaive.
Second, TC only have troop summons. Perhaps the same Celestial soldiers could come with a commander -same unit, perhaps with H1 for self-bless. Or a separate summon.
All these would merit an increase of the spell cost and level.
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December 15th, 2010, 04:06 PM
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Sergeant
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Join Date: Nov 2010
Posts: 388
Thanks: 17
Thanked 24 Times in 22 Posts
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Re: CBM 1.7 released
Quote:
Originally Posted by P3D
I was looking at TC summons, esp. Celestial soldiers. They are sacred and nice, however, being a 6th level national summon, IMHO they merit some magic weapon. E.g. Obsidian glaive.
Second, TC only have troop summons. Perhaps the same Celestial soldiers could come with a commander -same unit, perhaps with H1 for self-bless. Or a separate summon.
All these would merit an increase of the spell cost and level.
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They do have the Huli Jing. Well they are pretty forgettable.
And also remember that the soldiers are sacred. You only need to bless the with a fire or death bless and they become magical.
What?..... Am I the only one that plays T'ien Ch'i as a sacred rush nation?
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December 15th, 2010, 01:27 PM
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First Lieutenant
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Join Date: May 2005
Posts: 660
Thanks: 63
Thanked 75 Times in 31 Posts
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Re: CBM 1.7 released
In fact clams were only 2w 10 gems in d2, and so the cost and trouble to get them was hugely increased but still they remained very important part of winning strategies despite that, so I don't think any reasonable cost increase can change that. They should be somehow limited to the actual size of player's lands or gem income from sites to make them comparable with other investment options, unfortunately it can't be done with modding tools we have.
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December 15th, 2010, 05:17 PM
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Captain
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Join Date: Apr 2004
Location: France
Posts: 820
Thanks: 4
Thanked 33 Times in 24 Posts
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Re: CBM 1.7 released
Quote:
Originally Posted by Dimaz
In fact clams were only 2w 10 gems in d2, and so the cost and trouble to get them was hugely increased but still they remained very important part of winning strategies despite that, so I don't think any reasonable cost increase can change that. They should be somehow limited to the actual size of player's lands or gem income from sites to make them comparable with other investment options, unfortunately it can't be done with modding tools we have.
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Well, sea trolls (kings) are gem-gens, but they aren't much used that way since 55 gems is a quite steep price, and waiting 54 turns to get an investment back is quite long. I doubt people would clam with such long investments. Of course, astral pearls > water gems, but still.
And I agree with llamabeast that such things are game-size-dependant. Early game is way more important in a 4 player game than in a 12 player game.
Quote:
What?..... Am I the only one that plays T'ien Ch'i as a sacred rush nation?
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Do you imply they could be played differently??? But in EA the earlier summons are just better because they can be summoned faster.
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December 15th, 2010, 04:07 PM
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Corporal
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Join Date: Oct 2008
Posts: 162
Thanks: 13
Thanked 7 Times in 5 Posts
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Re: CBM 1.7 released
Actually, an almost perfect solution to the investment problem would be to limit the number of gemgens according to the number of provinces. For example, instead of being magic items, gemgens could be spells (simular to Domes and limited to one of a kind per province), or immobile summons, or even buildings.
But any of this is probably impossible to mod in. Too bad.
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