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  #61  
Old December 9th, 2004, 12:58 AM

odd_enuf odd_enuf is offline
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Default Re: Fools Lament III (modded) - Recruiting Now!

most good enchantment spells that don't require extra gems can't be, the main excpetion is enliven statutes.
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  #62  
Old December 9th, 2004, 01:59 PM
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Default Re: Fools Lament III (modded) - Recruiting Now!

Tartarian factories (even if you double the cost of summoning them) heavily slant the game towards whoever can get the chalice or put up a solid GoH first, which is kind of unfortunate. If you are unable to GoR them, on the other hand, then it is much more balanced: e.g. 1 out 5 (or something) tartarians will show up as commanders, the rest as troops, and being unable to GoR pretty well automatically balances the spell... so I am going to have to agree with Zen on this one.

Well lets run with the no-GoR, no-Wish thing and see how it works out. Honestly with the conjuration bonus sites on this particular map GoRd tartarians might be just a tad TOO good anyway.
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  #63  
Old December 9th, 2004, 03:50 PM

Peter Ebbesen Peter Ebbesen is offline
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Default Re: Fools Lament III (modded) - Recruiting Now!

Quote:
Soapyfrog said:
Well lets run with the no-GoR, no-Wish thing and see how it works out. Honestly with the conjuration bonus sites on this particular map GoRd tartarians might be just a tad TOO good anyway.
The major cost in running squads of Gor'ed Tartarians has not in my limited experience been the 10 death gem summoning cost (which a 50% conjuration site would reduce to 5 death gems) - it has been the 20 nature gem GoR enchantment each, the dozens of gems sunk into construction of equipment to outfit Tartarians, the initial equipment needed to boost several summoners into the 7D spell domain to start with, and the cost of holding the Chalice/Gift of Health.
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  #64  
Old December 9th, 2004, 04:19 PM
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Default Re: Fools Lament III (modded) - Recruiting Now!

Well with no GoR a commander tartarian now costs 40 or 50 death gems to summon, and comes with some beefy troops. So they are slightly more costly now, and more importantly it takes more time to summon them.

To be honest the more I think about the effects of this, the more pleased I am. It is still worth it IMHO to pursue a tartarian summoning strategy, it's just no longer the absolute be-all end-all most efficient summoning strat.
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  #65  
Old December 9th, 2004, 04:20 PM
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Default Re: Fools Lament III (modded) - Recruiting Now!

I the event no one signs up for Atlantis before the weekend, wie'll stick an expert AI in there and kick-off. How does that sound to everyone?
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  #66  
Old December 9th, 2004, 07:36 PM

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Default Re: Fools Lament III (modded) - Recruiting Now!

In our Last game the AI's got wiped out very fast. Since Peter said Atlantis is the balance race for Ermor on that map how about the difficult setting? The AI can not take advantage of the map like a human player can.

But either way, let's get going.
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  #67  
Old December 9th, 2004, 08:03 PM

The Panther The Panther is offline
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Default Re: Fools Lament III (modded) - Recruiting Now!

If you are going to put in an AI, it probably needs to be on the impossible setting to have any chance of hurting a human player early before getting overrun.

Also, I will be out of town Sunday, returning Tuesday evening.
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  #68  
Old December 10th, 2004, 12:26 AM

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Default Re: Fools Lament III (modded) - Recruiting Now!

I'd like to see this fill up. I will give up Marignon and take atlantis IF someone would like to join in and would rather do it as a land nation.
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  #69  
Old December 10th, 2004, 12:43 AM
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Default Re: Fools Lament III (modded) - Recruiting Now!

I'll try Atlantis.
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  #70  
Old December 10th, 2004, 05:01 AM
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Default Re: Fools Lament III (modded) - Recruiting Now!

Excellent, full house! We will start when all the pretenders are done uploading.
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