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  #161  
Old April 11th, 2005, 05:51 AM

Ironhawk Ironhawk is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

The benatar.snurgle.org domain name seems to have propogated now so you can switch back to using that.

Quantum, have your network issues been resolved? If so I will put the server back on 24hr qh.
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  #162  
Old April 11th, 2005, 12:28 PM

quantum_mechani quantum_mechani is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

Go ahead and put it back on quickhost. I seem to be able to connect to this server ok now.
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  #163  
Old April 11th, 2005, 06:26 PM

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Default Re: Rebalance Mod game starting, everyone welcome!

The game is back on 24hr quickhost. Abysia and Jotunhiem are still out.
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  #164  
Old April 11th, 2005, 07:15 PM
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Default Re: Rebalance Mod game starting, everyone welcome!

Be right in
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  #165  
Old April 11th, 2005, 09:19 PM
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Default Re: Rebalance Mod game starting, everyone welcome!

New turn is up.
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  #166  
Old April 12th, 2005, 02:39 PM

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Default Re: Rebalance Mod game starting, everyone welcome!

So. As the game is progressing I am finding myself drawn away from regular non-summoned troops. I'm sure more summoning death and nature type empires are already far ahead of me in this respect. But since this is a *Recruitable* Rebalance Game, it gave me pause when I started laying out plans for summoning factories and such. Does anyone - particularly SC, since this is not exactly the intent of the game - care?
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  #167  
Old April 12th, 2005, 02:49 PM
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Default Re: Rebalance Mod game starting, everyone welcome!

Actually, I found that I do buy only one troop which I haven't bought in greater numbers before: TC light cav. for patrolling and "hold[+fire] and attack (rearmost)".

Cost changes on other troops didn't matter up to now, as I still do not recruit them. (besides Longbows ..)

Correction: severaly "free militia" events would have made me bankrupt some turns ago
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  #168  
Old April 12th, 2005, 03:02 PM

quantum_mechani quantum_mechani is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

I have found two national troop types that I normally avoid, useful:

*Harpy troops (once in a while I used to use them for patrolling , but normally I just used black hawks)

*White Centaurs

I ended up using about the same amount of satyr hoplites. Other than these, I didn't really buy any national troops. I probably would have used centaur warriors if I hadn't had a bless, but I think that the normal satyr troops and centaur longbows don't have a real niche. If I want a normal army I use hoplites (with independent archer support), if I want a tough stealth squad I use white or warrior centaurs, and if I want light raiders I use harpies.
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  #169  
Old April 12th, 2005, 03:38 PM

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Default Re: Rebalance Mod game starting, everyone welcome!

This is my first time playing Ulm, but I only recruit the heavy versions of the morningstar and pikemen inf. And of course the Black Knights. I can't diversify my infantry due to the speed differences. And honestly... with the exception of the pike infantry, I cant see any reason to buy the "light" units over thier "heavy" counterparts.

You know... it might be good at the end of this game for all the players to just do a little write up on thier experiences with that empire. Talk about which troops they used, against what, and why. Could either post here or send to SC?
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  #170  
Old April 12th, 2005, 06:33 PM
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Default Re: Rebalance Mod game starting, everyone welcome!

Posting here would be ideal, both before and after the game finishes.

Arralen:
Quote:
Cost changes on other troops didn't matter up to now, as I still do not recruit them. (besides Longbows ..)

Correction: severaly "free militia" events would have made me bankrupt some turns ago
I've been recruiting (3 gold) militia like crazy. 10 of them cost as much as 1 jotun, but have three times as many hitpoints. They're great against things that scare me, like lances and Lava Warriors. I wouldn't mind a few free militia events
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