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  #31  
Old May 29th, 2012, 02:36 AM

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Default Re: Integrity2- EA game: Running

Can we extend additional 4 hrs pls?
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  #32  
Old June 6th, 2012, 01:18 AM

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Default Re: Integrity2- EA game: Running

May I have a 4 hour delay
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  #33  
Old June 10th, 2012, 07:43 AM
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Default Re: Integrity2- EA game: Running

Release All Zig!
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  #34  
Old June 10th, 2012, 08:30 AM

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Default Re: Integrity2- EA game: Running

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Release All Zig!
damn, son. now that's an alpha strike!
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  #35  
Old June 10th, 2012, 01:55 PM

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Default Re: Integrity2- EA game: Running

oh man. does friendly fire count towards the Hall of Fame?
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  #36  
Old June 11th, 2012, 08:41 AM
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Default Re: Integrity2- EA game: Running

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Release All Zig!
damn, son. now that's an alpha strike!
Yeah, I feel sorry for odeoderok. But the real fight has only just started. He only lost a lot of income (both gold and gems). Not a lot of real armies so far. (I do think he lost at least one fort under construction). And it went a lot better than I thought it would go, didn't lose any daikini. With only one getting a affliction.

And now I'm looking for air gems . Anybody have any spares? Would also be willing to trade gems for blood slaves. (wants the slaves, I needs them. More virgins!)
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  #37  
Old June 11th, 2012, 08:43 AM
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Default Re: Integrity2- EA game: Running

Quote:
Originally Posted by dojango View Post
oh man. does friendly fire count towards the Hall of Fame?
Friendly fire?
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  #38  
Old June 11th, 2012, 11:30 AM

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Default Re: Integrity2- EA game: Running

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oh man. does friendly fire count towards the Hall of Fame?
Friendly fire?
it's an american euphamism for when the military accidentally shoots people on the same side. One of my dudes was a little too trigger-happy and must have blasted about 20 or 30 of his blockers.
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  #39  
Old June 11th, 2012, 12:04 PM
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Default Re: Integrity2- EA game: Running

I think you can. Not sure. Easy to test with some battlefield wide spells and the debug mod btw.
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  #40  
Old June 13th, 2012, 09:29 PM

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Default Re: Integrity2- EA game: Running

Guys, it is considered an exploit to use commander blocking.

Ie., attacking with a sole commander for the express purpose of stopping an army from moving.

It was specifically mentioned in the opening description of this game.

Yet this happened on both turn 27 and turn 28 with the results of losing a castle and having an army starve.

Using a small army (10 chaff) to attack an army of 600 is also considered a gray area.

Turn 29: I don't know where the line between small stops being unreasonable - this turn an army of around 50 attacked - I guess I consider that reasonable.

Using this tactic makes scouts or cheap commanders ridiculously important - you have a significant chance of locking down a large army each turn for low cost - and this does not encourage a type of playing that most people want to engage in.

So lets keep going - but can we have an end to the commander blocking, PLEASE.

Last edited by Bat/man; June 13th, 2012 at 09:40 PM..
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