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  #231  
Old June 21st, 2010, 06:28 AM
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Gregstrom Gregstrom is offline
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Default Re: Lunar Sea - a second bout of modness. Closed - map selection underway.

It was my birthday yesterday, so online time was pretty limited. I'll put in delays at some point.

Also, TC staled. While they're pretty much out of it, it'd be nice to know if this was unintentional or if they're wanting to go AI.
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  #232  
Old June 21st, 2010, 06:36 AM

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Default Re: Lunar Sea - a second bout of modness. Closed - map selection underway.

It seems Pangea already sent this turn.
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  #233  
Old June 21st, 2010, 06:40 AM

Zeldor Zeldor is offline
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Default Re: Lunar Sea - a second bout of modness. Closed - map selection underway.

Dimaz:

How is our war going? Any thoughts? I see you have Mandehas now And your cap seems to be a bit depopulated...
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  #234  
Old June 21st, 2010, 06:40 AM

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Default Re: Lunar Sea - a second bout of modness. Closed - map selection underway.

Gregstrom, happy birthday, BTW
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  #235  
Old June 21st, 2010, 06:41 AM

Dimaz Dimaz is offline
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Default Re: Lunar Sea - a second bout of modness. Closed - map selection underway.

True and true. So what? Do you want to finish the game? I'm not ready yet..
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  #236  
Old June 21st, 2010, 06:45 AM

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Default Re: Lunar Sea - a second bout of modness. Closed - map selection underway.

Finish? Nah, not at all. I am just curious how it looks from your side. I expected heavy raiding of my water provs earlier, it's hard to keep them really. And storm demons proved to be really effective. And spamming horrors less effective than expected.
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  #237  
Old June 21st, 2010, 06:59 AM

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Default Re: Lunar Sea - a second bout of modness. Closed - map selection underway.

Any Endgame Diversity stuff happened in this game? I'm itching to hear any reports.
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  #238  
Old June 21st, 2010, 07:00 AM

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Default Re: Lunar Sea - a second bout of modness. Closed - map selection underway.

My Zmeys got totally owned by Lanka. Asynjas did not fair well. I am using Ember Lords now, Dimaz will be able to tell smth about them soon

P.S. Fix Prepo!
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  #239  
Old June 21st, 2010, 07:03 AM

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Default Re: Lunar Sea - a second bout of modness. Closed - map selection underway.

It's hard to raid water due to 1) horrors keep turning them to indy 2) demonic raiders are too vulnerable and so not cost-effective. I hoped for better performance of servants, seems I underestimated your horror&MH-spamming capability. I don't think I'll be able to keep the water without raiding capability of your level and without SB mages it seems hard to achieve.
Storm demons are good but it's not possible to use them alone as any L immune thing kills them, so they can't be used as raider or even anti-raiders, too. They are great as army support, however. The best archers in the game, probably.
Spamming horrors and manifestations may seem not so effective because I already had this scenario in other games and know how to counter it. However, this increses MM to hell levels, as I have to review every order for every commander several times a turn and invent strange order sequences to be able to deal with manifestations and army buffs/thugging at the same time. Most annoying.
Overall, unless Pan has some really good ideas, I think the game is decided already. Still, it's fun for me so I continue.
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  #240  
Old June 21st, 2010, 07:05 AM

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Default Re: Lunar Sea - a second bout of modness. Closed - map selection underway.

Ember Lords look scary. BTW, do you intentionally ignore Tarts or am I missing something?
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