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February 25th, 2011, 10:07 AM
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Sergeant
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Join Date: Sep 2009
Location: Kansas - "Land of Witches and Rednecks"
Posts: 236
Thanks: 21
Thanked 6 Times in 4 Posts
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Re: Turbocharged AI vs Humanities Last Hope - Running
I crushed a Tien Chi army of 100 to the North, they did not kill a single one of my men. They have another fortress between me and their base at 210, I will begin the siege next turn. They cannot defeat me.
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February 25th, 2011, 07:56 PM
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Corporal
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Join Date: Jan 2011
Posts: 64
Thanks: 3
Thanked 2 Times in 2 Posts
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Re: Turbocharged AI vs Humanities Last Hope - Running
Abysia has some type of powerful magic at its ddisposal.
I was attacked in two provinces by them.. one in the heart of my territories and the other was my Northern Vanguard - both impossible to reach without some form of teleportation (for them).
The supply is much appreciated and I have sent gems as payment 
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February 26th, 2011, 01:41 AM
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Corporal
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Join Date: Mar 2009
Posts: 64
Thanks: 0
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Re: Turbocharged AI vs Humanities Last Hope - Running
need some advice. I will have researched alteration 6 the end of this turn and can finally start planning on using darkness/skellispam in my expansion. What should I focus on now? Conjuration? I could definitely use the extra deathgems. I need to build up my mages I think. Their my biggest strength from what I can see. I could push on up in. Hmmm. Must. Plan. Sooner.
Ugh Kailasa keep your dang monkeys on your side of the map. One of the little buggers burnt down a lab.
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February 26th, 2011, 05:55 PM
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Sergeant
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Join Date: Mar 2010
Location: Tasmania
Posts: 356
Thanks: 36
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Re: Turbocharged AI vs Humanities Last Hope - Running
New turn up...
I'd save the death gems and just site search on foot. If your short on death gems, they cost 3 per province to search and you have access to 4D mages I'd say send one or two mages out on foot. You might also turn up some other sites, such as water sites for Frost Brands or extra nature for Vine Shields.
If your going the darkness route, I'd try and maximise it, thus go Conj to get Banes as thugs to back up the Skeli-chaff in the dark. Any tougher undead in the dark are going to add bang to your buck.
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February 27th, 2011, 04:06 AM
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Corporal
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Join Date: Mar 2009
Posts: 64
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Re: Turbocharged AI vs Humanities Last Hope - Running
Yeah what few provinces I have have been manually searched by my pretender. Kailasa is doing well against neifel, but I'm fast running out of directions to try and expand into except for the water. I plan on researching Alt up to 7 or 8 for destruction spam along with the skellispam then move on to const 6 for water bracelets and gear to move into the water.
Overall asessment of performance is: poor.
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February 27th, 2011, 07:51 AM
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Sergeant
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Join Date: Mar 2010
Location: Tasmania
Posts: 356
Thanks: 36
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Re: Turbocharged AI vs Humanities Last Hope - Running
If you need you can ask Hrum if you can create a path through his lands so you can participate. Or research and gear up to try going underwater.
Whatever you do will be good, it forces an AI to respond and invest against you rather than elsewhere. I have great Air access so I can forge you some good items to get your mages underwater. We are allies so there is no need to make any payment in return.
Your Darkness spam tactic will be good, make sure the caster has greater than 4D or it costs 400 fatigue and I suppose instant death. Kit your armies with some quality undead and in the dark they will do well.
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February 27th, 2011, 08:55 AM
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Captain
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Join Date: Nov 2004
Location: Finland
Posts: 812
Thanks: 106
Thanked 57 Times in 34 Posts
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Re: Turbocharged AI vs Humanities Last Hope - Running
Quote:
Originally Posted by Doo
Your Darkness spam tactic will be good, make sure the caster has greater than 4D or it costs 400 fatigue and I suppose instant death.
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No it doesn't. A mage casting a spell never goes above 200 fatigue hmiself. Effectively it thus does not matter if you cast a spell that causes 400 fatigue with a mage that is just able to cast it, or with a mage that has one higher than the required path; the difference starts to show after you have a mage that is at least 2 levels higher than what the spell requires. Thus, if you have both a D4 and D5 mage in a combat, it makes sense to cast Darkness with the D4 mage, and let the D5 mage do all the other cool spells 
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There are three kinds of people: Those who can count and those who can not.
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February 27th, 2011, 09:41 AM
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Sergeant
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Join Date: Mar 2010
Location: Tasmania
Posts: 356
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Re: Turbocharged AI vs Humanities Last Hope - Running
If a mage has 200 fatigue they die don't they? So its still insta-death for a poor D4-5 mage? Or do they just collapse?
I could test this....
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February 28th, 2011, 02:26 AM
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Captain
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Join Date: Nov 2004
Location: Finland
Posts: 812
Thanks: 106
Thanked 57 Times in 34 Posts
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Re: Turbocharged AI vs Humanities Last Hope - Running
Quote:
Originally Posted by Doo
If a mage has 200 fatigue they die don't they? So its still insta-death for a poor D4-5 mage? Or do they just collapse?
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No, a toon takes damage for each point over 200 points of fatigue. So being at fatigue 200 does no damage.
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February 27th, 2011, 01:31 PM
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Sergeant
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Join Date: Sep 2009
Location: Kansas - "Land of Witches and Rednecks"
Posts: 236
Thanks: 21
Thanked 6 Times in 4 Posts
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Re: Turbocharged AI vs Humanities Last Hope - Running
I think Tien Chi is going to fall, and fall fairly fast. Three of their forts are now being seiged by the Irish Alliance (Firbolg Federation?).
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