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  #31  
Old April 10th, 2004, 10:11 PM

Yossar Yossar is offline
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Default Re: Ermor themes, too strong?

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Originally posted by Norfleet:
All this means that AE Ermor is extremely susceptible to R'lyeh undersea, because all the mindbLasts will strike the relatively weak mound kings, which, due to their less than stellar MR, will quickly die and leave the forces without commanders.
With the new way paralysis works I'm not sure that's still the case. I could be wrong but it seems a lot harder to kill stuff with mind bLast now.
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  #32  
Old April 10th, 2004, 10:14 PM
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Graeme Dice Graeme Dice is offline
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Default Re: Ermor themes, too strong?

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Originally posted by Yossar:
With the new way paralysis works I'm not sure that's still the case. I could be wrong but it seems a lot harder to kill stuff with mind bLast now.
Mound kings only have 7 hitpoints when they are created, and a MR of 13, so it's not very hard for an Illithid force to deal with them. They only need to overcome the MR check 7 times to kill it as each mindbLast does 1 damage.
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  #33  
Old April 10th, 2004, 10:38 PM

Norfleet Norfleet is offline
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Default Re: Ermor themes, too strong?

Quote:
Originally posted by Yossar:
With the new way paralysis works I'm not sure that's still the case. I could be wrong but it seems a lot harder to kill stuff with mind bLast now.
Paralysis of the Mound King is irrelevant: It doesn't matter if the mound king remains paralyzed or not: His threat value isn't because he can move around and fight. You want him dead because without him, all of the undead will become useless and automatically die.

Since the undead are mindless, all of your squidheads will concentrate their fire on the mound kings, which will likely be the primary Ermor commanders for the Ashen Empire underwater, as Archbishops and Censors are not aquatic, and Dusk Elders and Spectators are far too valuable to be squandered on such a mission, and certainly are not likely to be present in sufficient numbers to significantly alter this balance.
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  #34  
Old April 10th, 2004, 10:45 PM
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Default Re: Ermor themes, too strong?

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Originally posted by Norfleet:
Ermor cannot preach effectively: Ermorian priests are unable to preach, and recruited independent priests will lose a rank of priestly power and become unholy - ability to preach suffers accordingly.
Which brings up a question about the cradle game we're playing in. How on earth did my dominion go from positive to -9 in a particular province in one turn?
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  #35  
Old April 10th, 2004, 10:54 PM

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Default Re: Ermor themes, too strong?

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Originally posted by Graeme Dice:
How on earth did my dominion go from positive to -9 in a particular province in one turn?
What did you have as your dominion strength, and how many temples do you have? Was anybody preaching? I'm not sure how, exactly, dominion radiates outwards from temples, if the provinces around it also contain temples and every province for several hops is max dominion...and contains more temples. I have an absolute buttload of temples....it's possible that a dominion spread check into a neighboring province simply continues to ripple outwards if the neighboring provinces cannot hold more dominion: If your dominion is poorly reinforced and you do not have many temples (and my scouts sure don't see very many temples), your dominion may not be equal to the task of fighting off a shoving match.

And I do have a lot of temples. It's not like I have much else to spend my money on.
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  #36  
Old April 10th, 2004, 11:06 PM
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Default Re: Ermor themes, too strong?

Quote:
Originally posted by Norfleet:
What did you have as your dominion strength, and how many temples do you have? Was anybody preaching?
There were four seraphines preaching in an adjacent province, and a temple one over with dom strength 7, so it seemed really strange to me. i think that game's just about over anyways, since there's absolutely no gold anywhere on that map.
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  #37  
Old April 10th, 2004, 11:24 PM

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Default Re: Ermor themes, too strong?

Quote:
Originally posted by Graeme Dice:
quote:
Originally posted by Yossar:
With the new way paralysis works I'm not sure that's still the case. I could be wrong but it seems a lot harder to kill stuff with mind bLast now.
Mound kings only have 7 hitpoints when they are created, and a MR of 13, so it's not very hard for an Illithid force to deal with them. They only need to overcome the MR check 7 times to kill it as each mindbLast does 1 damage.
So damage is the same? It seemed like Illithids were doing less damge now, but I have a bad memory so I could be totally wrong.
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  #38  
Old April 11th, 2004, 12:29 AM
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Default Re: Ermor themes, too strong?

Quote:
Originally posted by Graeme Dice:
Which brings up a question about the cradle game we're playing in. How on earth did my dominion go from positive to -9 in a particular province in one turn?
I've only played the demo, but occasionally, the engine burps when it processes a turn - Once, playing Abyssa, I got a unholy-4 fire-3 devil commander off of a soul contract on the exact same turn one of my priest-4 fire-3 commanders died from a horror attacking him due to one of the soul contracts he was carrying; I only saw it happen once, but it happened.

Also, one option: It appears that pretenders, prophets, home provinces, and temples have a secondary dominion spread effect than just the area right around the pretender, prophet, home province, or temples - the "conVersion rate" - it appears to act by adding dominion, at random, to anything currently in your dominion or next to your dominion that is not at your maximum dominion. If this is so, late game, if two or more players have lots of temples and such, and a mostly peaked dominion inside their own areas of control, it could be possible that 18-19 such conVersion points could hit one border province on a single turn. That is, if the conVersion rates work like I suspect they do, which is no sure thing.

It might be a bug, might not.
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Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
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  #39  
Old April 11th, 2004, 01:11 AM

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Default Re: Ermor themes, too strong?

Quote:
Originally posted by Graeme Dice:
There were four seraphines preaching in an adjacent province
Preaching in an adjacent province doesn't spread dominion, because preaching only raises dominion in the current province....and if your dominion strength is at least 7, Seraphines, even preaching at a temple couldn't push you over to max dominion and result in spillover anyway.

Quote:
and a temple one over with dom strength 7, so it seemed really strange to me.
Going from positive to -9 is a rather sudden and dramatic shift, 'tis true. On the other hand, a lone temple alone may not be sufficient to stop a massed array of temples feeding dominion outwards.


Quote:
i think that game's just about over anyways, since there's absolutely no gold anywhere on that map.
Cradle does seem to be a little lacking in pure farmlands and "large" provinces. Perhaps the next time we try this map, it should be done with "rich" world option to avoid the "no gold" effect. At least there's lots of gems: Have you tried converting gems to gold by alchemy? That's where most gold I use is from.

[ April 11, 2004, 00:12: Message edited by: Norfleet ]
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  #40  
Old April 11th, 2004, 01:16 AM
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Graeme Dice Graeme Dice is offline
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Default Re: Ermor themes, too strong?

Quote:
Originally posted by Norfleet:
Preaching in an adjacent province doesn't spread dominion, because preaching only raises dominion in the current province....and if your dominion strength is at least 7, Seraphines, even preaching at a temple couldn't push you over to max dominion and result in spillover anyway.
They will prevent enemy dominion from spreading through the province they are in however. There is also some chance that even a dominion that is not at the maximum in a province will spread, which is seen most commonly in the very beginning turns.

Quote:
Cradle does seem to be a little lacking in pure farmlands and "large" provinces. Perhaps the next time we try this map, it should be done with "rich" world option to avoid the "no gold" effect.
I don't particularly like how the rich setting also doubles resources, so I was thinking that I would just mod the amount of gold a given population produces to double gold income only.

Quote:
At least there's lots of gems: Have you tried converting gems to gold by alchemy? That's where most gold I use is from.
I have been, but Caelum has a particularly hard time finding both fire and earth gems.
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