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  #21  
Old December 8th, 2008, 12:47 PM
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Default Re: Some hint about early nations to ban to skilled players?

Or you might restrict the pretender choices to arch mages (for the experienced players). That way they won't get very powerful blesses as easily, nor have a pretender that can take provinces on their own. Thus less initial steamrolling.
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  #22  
Old December 8th, 2008, 01:09 PM
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Default Re: Some hint about early nations to ban to skilled players?

Personally I would love to see a game where the experienced player has volunteered to BE the game. They could be a "better AI". Something like a "coalition to free the world from Ermor" or "The Inquisition is coming for YOU (Marignon)".

The betterAI player would not have to hold back. They could play as rough as they want, make and break treaties, role play the villain. Let it be known from the very beginning that they arent (enter forum name here) but are playing the role of (enter game-god name here). Maybe even two, or three. Or one expert player could play 2 or 3 nations allied. Given extra points if need be. Then the noobs could all ally against the "bad guy".

You could ask on the IRC channel for someone to do this.
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  #23  
Old December 8th, 2008, 01:41 PM

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Default Re: Some hint about early nations to ban to skilled players?

Quote:
Originally Posted by Psycho View Post
It's a feature, all right. LA Ctis has something similar, only they are slingers.
Except poison slings are specifically intended to be poison cloud weapons. They work quite differently from poison arrows. See their shorter range, lower accuracy, lack of real mundane damage, poison cloud secondary effect, lasting cloud, description in the unit description etc.

KO said the arrows were intended to poison only on dealing damage. The description on one of the poison archers talks about this too.

I don't really see there's a discussion here.
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  #24  
Old December 8th, 2008, 01:46 PM

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Default Re: Some hint about early nations to ban to skilled players?

Neither do I, poison arrows are WAD.
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  #25  
Old December 8th, 2008, 01:59 PM
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Default Re: Some hint about early nations to ban to skilled players?

More like WATW
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  #26  
Old December 8th, 2008, 02:01 PM

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Default Re: Some hint about early nations to ban to skilled players?

Working As They Work?
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  #27  
Old December 8th, 2008, 02:11 PM
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Default Re: Some hint about early nations to ban to skilled players?

With Sombre.
That's been discussed ad nauseam already. I know you guys love to play Sauromantia but that's good as a blizzard in the summer holidays.
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  #28  
Old December 8th, 2008, 03:50 PM
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Default Re: Some hint about early nations to ban to skilled players?

Here's the fix for the scenario you describe (assuming the players are there for a friendly game) - just have the two skilled players start the game at war with each other and can never agree to peace or work together. Wouldn't work all the time, but the specific game you mention has just the right balance that this should work fairly well, even if the 2 skilled players are not equally skilled. It'd probably play out with the skilled players trying to court the less skilled (and likely smaller) players to help them out rather than their opponent, while anybody being gobbled up by one of the skilled players could expect direct and indirect help from the other one (including strategy advice).
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  #29  
Old December 8th, 2008, 05:22 PM
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Default Re: Some hint about early nations to ban to skilled players?

I like that! Which superpower will you ally with, the freedom-loving democratic Arcosephaleans, or the communist Red Abysians?
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  #30  
Old December 8th, 2008, 06:41 PM
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Default Re: Some hint about early nations to ban to skilled players?

Freedom loving? With slaves to serve the nobles?

Communists? Led by H3 priests?
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