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  #1  
Old January 18th, 2010, 07:38 AM

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Default Re: Crusaders - Mod Heavy Ea game [Game Started!]

Don't worry, I'm still trying! My strategy is essentially as Kiet describes, although I'm not as far along as you might think (and I am ashamed to be using such a shockingly turtly strategy, but all my earlier wars were so feeble and I was so close to being crushed by a Lanka-Oceania alliance that I had little choice).

I have no idea what is going on in the rest of the world. I think I only have one surviving scout. Is everyone fighting Oceania? Perhaps I could start supplying gems or items to the beleaguered defenders?
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  #2  
Old January 18th, 2010, 11:58 AM
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Default Re: Crusaders - Mod Heavy Ea game [Game Started!]

okay sounds good. I will keep on fighting until my last unit. I wouldn't worry about sending me anything - you can probably make better use of it yourself.
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  #3  
Old February 1st, 2010, 08:26 PM

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Default Re: Crusaders - Mod Heavy Ea game [Game Started!]

Oh my, I still cannot believe what I saw last turn...
The two most powerful globals going "poof".
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  #4  
Old February 1st, 2010, 11:49 PM
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Default Re: Crusaders - Mod Heavy Ea game [Game Started!]

looks like i may be going "poof" myself soon. Good game, everyone.
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  #5  
Old February 13th, 2010, 05:40 PM

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Default Re: Crusaders - Mod Heavy Ea game [Game Started!]

Dear fellow players,

First I would like to thank SciencePro And AlgaeNymph for staying that long even if the game wasn't interesting or entertaining for them anymore.

We have played more than 100 turn now and I would like to know (especially from Llama and Dragar) if they would like to keep playing because they have a good strategy that could reverse the situation or should we stop the game here because the micromanagement (at least for me) is becoming too tedious.
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Old February 13th, 2010, 06:37 PM
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Default Re: Crusaders - Mod Heavy Ea game [Game Started!]

I am willing to vote Kietsensei the winner if everyone else is.
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Old February 16th, 2010, 06:01 AM
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This game has been going on suprisingly long and it seems from the posts that it is nearing the end.

Sooo.., once again I'd like to state how awesome it would be for the remaining players to give some feedback on CPCS and Holy War. It's likely that those mods have been in use for more turns in this game than other games combined! I'm certain that you have the valuable data I need to make those mods stronger, faster and better.

Are the spells in CPCS usable? Are they too usable (as in broken)? Were the Holy War sites useless, too useful? Did someone win just because of units/spells supported by those mods?

See my signature for links to the appropiate mod threads.
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Last edited by Burnsaber; February 16th, 2010 at 06:09 AM..
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  #8  
Old February 16th, 2010, 09:57 AM

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Default Re: Crusaders - Mod Heavy Ea game [Game Started!]

I will send you a review and commentary on all the new spells/units/site I used during this game. I just need to find the time to write a good report But I can already tell you that the holy mod changed a lot the way I used priests. The cheap holy 3 priests replaced most of my battlefield mages.

Spells like divine armement and especially Holy warrior makes some spells like mistform and body etheral completely useless. As a result, nations relying heavily on light thugs to raid have some difficulty and must find a new strategy.

Divine wrath is an awesome spell and can replace easily the standard desintegrate spam.

A single thuged sidhe lord have a very good chance of dying against an oceanian pd of 10 if it is backed by a lvl 3 priest.
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  #9  
Old February 18th, 2010, 07:33 AM
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Default Re: Crusaders - Mod Heavy Ea game [Game Started!]

Quote:
Originally Posted by Kietsensei View Post
I will send you a review and commentary on all the new spells/units/site I used during this game. I just need to find the time to write a good report But I can already tell you that the holy mod changed a lot the way I used priests. The cheap holy 3 priests replaced most of my battlefield mages.

Spells like divine armement and especially Holy warrior makes some spells like mistform and body etheral completely useless. As a result, nations relying heavily on light thugs to raid have some difficulty and must find a new strategy.

Divine wrath is an awesome spell and can replace easily the standard desintegrate spam.

A single thuged sidhe lord have a very good chance of dying against an oceanian pd of 10 if it is backed by a lvl 3 priest.
Thanks. I'm looking forward to reading your report.

You seemed to get a lot of mileage out of the holy spells, that's pretty good (Considering that you are Oceania and you wouldn't have had much battle magic the classic way). One thing I'm worried about is the Divine Wrath vs Disintegrate comment, I'll likely done it down a bit. Most likely by replacing the nextspell so that it doesn't force that many mr checks.
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  #10  
Old February 18th, 2010, 03:46 PM

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Default Re: Crusaders - Mod Heavy Ea game [Game Started!]

Thanks everyone for the game. I hope you enjoyed it as much as I enjoyed it
Crusader was my first MP experience and I learned a lot with this game.
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