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  #1  
Old December 15th, 2010, 05:26 PM

Redeyes Redeyes is offline
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Default Re: CBM 1.7 released

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Originally Posted by Corinthian View Post
If that is your problem then you must hate Late Age C'tis.
MA Ermor is the worst, maybe a bit more likely to spam Clams too... in the pre-1.7 days.
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  #2  
Old December 16th, 2010, 06:45 AM
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WraithLord WraithLord is offline
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Default Re: CBM 1.7 released

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Originally Posted by llamabeast View Post
...
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.
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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  #3  
Old December 16th, 2010, 08:13 AM

DeadlyShoe DeadlyShoe is offline
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Default 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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  #4  
Old December 15th, 2010, 01:22 PM

rabelais rabelais is offline
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Default 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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  #5  
Old December 15th, 2010, 01:56 PM

quantum_mechani quantum_mechani is offline
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Default Re: CBM 1.7 released

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Originally Posted by rabelais View Post
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.
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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  #6  
Old December 15th, 2010, 03:09 PM

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Default 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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  #7  
Old December 15th, 2010, 04:06 PM
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Corinthian Corinthian is offline
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Default Re: CBM 1.7 released

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Originally Posted by P3D View Post
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.
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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  #8  
Old December 15th, 2010, 01:27 PM

Dimaz Dimaz is offline
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Default 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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  #9  
Old December 15th, 2010, 05:17 PM

LDiCesare LDiCesare is offline
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Default Re: CBM 1.7 released

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Originally Posted by Dimaz View Post
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.
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?
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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  #10  
Old December 15th, 2010, 04:07 PM

Festin Festin is offline
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Default 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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