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  #11  
Old December 4th, 2008, 07:54 PM

Dectilon Dectilon is offline
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Default Re: Spells that allowed summons to bolster an other player's/indy province

Well, I could take a freak lord, take -3 on all scales and play with that for rpg-purposes :P

I'm not proposing removing those pretenders, I'm proposing they be changed.

I'm not having performance issues (at least I don't think I do). The projectiles move slowly inately. Why should a vine arrow be any slower than a normal arrow? : /

Last edited by Dectilon; December 4th, 2008 at 07:57 PM..
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  #12  
Old December 4th, 2008, 08:02 PM

rdonj rdonj is offline
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Default Re: Spells that allowed summons to bolster an other player's/indy province

If you took -3 on all scales it wouldn't matter what pretender you took, you would BE a freak lord.

You can always have the game fast-forward through parts that move slow. Just press F.
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  #13  
Old December 4th, 2008, 08:03 PM

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Default Re: Spells that allowed summons to bolster an other player's/indy province

-3 on all scales isn't that bad.....
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  #14  
Old December 4th, 2008, 08:16 PM
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Default Re: Spells that allowed summons to bolster an other player's/indy province

I feel to remember everybody that if you don't like spells going so slow just press F and it activates the fast forward mode. F again and it returns normal way. F and F again, you practically skip the flight of the vine arrow if you do with timing.
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  #15  
Old December 4th, 2008, 10:35 PM
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Default Re: Spells that allowed summons to bolster an other player's/indy province

Thanks Tifone. I remembered there was a button but I couldnt remember what it was.

As to -3 scales, there are nations which can make good use of any scales that others cant. For instance, with Pangaea I often take negs in order and production. With Ulm I often take negs in magic, water nations neg in temperature, Ermor neg in growth.
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  #16  
Old December 4th, 2008, 11:15 PM

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Default Re: Spells that allowed summons to bolster an other player's/indy province

I might take -3 in one or two things, but even as ermor I wouldn't take -3 to all scales. I would want probably luck 3 and neutral magic.
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  #17  
Old December 4th, 2008, 11:32 PM
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Default Re: Spells that allowed summons to bolster an other player's/indy province

I rarely if ever play with less than 2 positive Luck on *any* Nation, no matter the scales. I'd frankly find very useful a mod that gave every Nation in the game an immobile, unteleportable, 100% bad event negator, so that I wouldn't have to worry about losing my temple or lab in my Capital.

That's the primary reason I take Luck 2 or 3, but sadly it's reason enough to do it every time.
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  #18  
Old December 5th, 2008, 12:35 AM
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Default Re: Spells that allowed summons to bolster an other player's/indy province

Ive taken massive neg scales. With the right nation, and low dominion, it might not affect you much. The benefit is to get the maximum in blesses.
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  #19  
Old December 5th, 2008, 06:22 AM
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Default Re: Spells that allowed summons to bolster an other player's/indy province

...Or for the Awakened SC imho

Well LA Ermor is pretty much the king of negative scales. I usually play it all negative except Luck 3 and Magic 3 (to compensate for all the mages I will have to keep on summoning).

Also Kailasa, if you wanna play a full bless strategy (which I never manage to do too well, and it's just funnier to go with lotsa monkeys!!) I think you just really can go with T3S3H3D3L3M3. (Which leaves lots of points for experimenting a good bless... but never enough )

Gandalf: why massive negative temp on water nations? It's just a thematic thing of the cold oceans or you see some advantage in this? (The n00b in me always needs to learn )

Last edited by Tifone; December 5th, 2008 at 06:30 AM..
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  #20  
Old December 5th, 2008, 06:48 AM

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Default Re: Spells that allowed summons to bolster an other player's/indy province

Quote:
Originally Posted by Tifone View Post
I feel to remember everybody that if you don't like spells going so slow just press F and it activates the fast forward mode. F again and it returns normal way. F and F again, you practically skip the flight of the vine arrow if you do with timing.
I start every battle with hitting 'F'. I think it's still too slow. Not normal attacks and normal arrows; just spells.
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