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  #11  
Old November 24th, 2004, 05:46 PM

Vorkosigan Vorkosigan is offline
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Default Re: Race Designs & Strategies

Hey Edi brings up an interesting point: for multiplayer, what tends to be the most popular mods? I haven't played with mods so far, but it sounds like there are some pretty interesting ones. I like the sound of the mod that gives reinvigoration to the pretenders.
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  #12  
Old November 24th, 2004, 05:55 PM
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Default Re: Race Designs & Strategies

Quote:
Vorkosigan said:
Do you limit your expansion and focus on research? I admit that's an approach I have ignored to date.
Exactly i chose research over expansion .

In SP even impossible AIs have some trouble with your dominion + starving .
In SP even unequipped wraithlords beat huge amounts of AI troops + this is costless as long as fighting in own dominion .

The longdead horsemen are too fragile to be really good in MP imo . 1 archbishop costs even more then 1 duskelder though . Basically you could expand with your mages just spamming skeletons + a few undeads ( 30-50 ) .
This way you don't need your arch bishops .
I summon about 5 alcolytes during an ermor game for temple building and zero arch bishops .
I try to search my provinces as quick as possible to maximize gemincome and start clamhoarding as soon as possible too .
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  #13  
Old November 25th, 2004, 01:07 AM
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Default Re: Race Designs & Strategies

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Vorkosigan said:
I can imagine that by midgame Ermor is darn hard to beat.
I would say that it's the other way around. Their undead troops evaporate against serious resistance, and anybody who's in the midgame should be able to put up fairly serious resistance.
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  #14  
Old November 25th, 2004, 04:40 AM
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Default Re: Race Designs & Strategies

Quote:
Vorkosigan said:
Hey Edi brings up an interesting point: for multiplayer, what tends to be the most popular mods? I haven't played with mods so far, but it sounds like there are some pretty interesting ones. I like the sound of the mod that gives reinvigoration to the pretenders.
I don't know about other people's preferences, but I love Zen's Conceptual Balance mods. Especially the pretender mod makes a lot of previously unattractive pretenders viable. The fact that the CB mods are all modular makes them perfect, one can pick and choose what one wants.

Edi
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  #15  
Old November 26th, 2004, 12:57 PM

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Default Re: Race Designs & Strategies

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...
Notes: Build Warlock Apprentices as fast as possible, send 3 per province with pop 6k-8k to bloodhunt, set taxes to 0. At Blood 3 build Demonbred, have them cast Bind Devils. at Blood 5 have Ghost King summon Ice Devils. Alternatively, get Constr-2, build a Dwarven Hammer then build Soul Contracts. Constr-6 gives you Blood Thorns, which are essential for your IDs.
Blood Thorns ? I largely prefers Hell Swords : more damage (so more drain), fire protection, plus Berserk+3 so you can pair your IDs without fear of rout !
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  #16  
Old November 26th, 2004, 02:33 PM
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Default Re: Race Designs & Strategies

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PDF said:
Quote:
Vorkosigan said:
...
Notes: Build Warlock Apprentices as fast as possible, send 3 per province with pop 6k-8k to bloodhunt, set taxes to 0. At Blood 3 build Demonbred, have them cast Bind Devils. at Blood 5 have Ghost King summon Ice Devils. Alternatively, get Constr-2, build a Dwarven Hammer then build Soul Contracts. Constr-6 gives you Blood Thorns, which are essential for your IDs.
Blood Thorns ? I largely prefers Hell Swords : more damage (so more drain), fire protection, plus Berserk+3 so you can pair your IDs without fear of rout !
Hell Swords are ideal on low-end Thugs who can't buff themselves and/or you recruit en masse (eg, Jotun Herses). A Blood Thorn might be better on an Ice Devils: (1) it makes more sense to give full equipment to an expensive SC and the Blood Thorn allows him to wear another weapon or a shield, (2) ID have plenty of STR and ATT already so the marginal extra damage from the Hell Sword isn't that important, and (3) with a Hell Sword there's still a chance your ID will go berserk before casting Quickness and/or Breath of Winter.
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  #17  
Old November 26th, 2004, 02:42 PM
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Default Re: Race Designs & Strategies

well, hell swords are cheaper, and, it is true, the blood thorn is pretty sucky as a weapon - good enough against chaff, but not what you want if you end up in a duel w/ another SC.

but blood thorns are ideal for Magoth and Bifrons who both need time to cast a full complement of buffs and who can include astral weapon amongst them; making the blood thorn a rather frightening drain weapon
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  #18  
Old November 26th, 2004, 03:33 PM
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Default Re: Race Designs & Strategies

It rather depends what's on the off-hand, no? The shield 'Barrier', for instance, would be useful... or the Aegis, or a Magebane/Blood Thorn combo.

Or for a blood-mage SC who includes Leech or something like that in his script, perhaps.
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  #19  
Old November 29th, 2004, 06:32 AM

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Default Re: Race Designs & Strategies

The main drawback of a HS is no shield, but IMHO it only makes a real difference if you can afford one of the rare really good shields -Aegis/Barrier.
But the HS also "free" a slot with its 50% FR, so for example you can have any ID 100% FR with an Elem Armor, and an "additional" misc slot to use.
And about the high Att/Def of ID, it's true, but they often have to fight pretty good opponents, so the difference between damage 24 and 29 can really make a difference on a Prot 25 foe ...
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  #20  
Old November 29th, 2004, 06:42 AM
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Default Re: Race Designs & Strategies

So dual Blood Thorns != good?
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