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  #331  
Old January 16th, 2010, 07:45 PM
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Lingchih Lingchih is offline
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Default Re: The Early Days. Game running.

Got a nice fight in at the end, and killed a Mandeha and a few thugs along with it, at the cost of blinding all my troops except the pretender and a few Gygja. But no, I didn't do significant damage.

Well done, Isokron.
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  #332  
Old January 16th, 2010, 08:15 PM

Stretch Stretch is offline
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Default Re: The Early Days. Game running.

This was fun, but clearly my forces aren't going to make a dent in Lanka (not enough to halt the constant rise of his army graph). Good game all.
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  #333  
Old January 17th, 2010, 02:11 PM

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Default Re: The Early Days. Game running.

Ok I game over then? Otherwise I have a lot of scripting to do and will probably need an extension of the turn.
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  #334  
Old January 17th, 2010, 03:04 PM
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Default Re: The Early Days. Game running.

Yes, the game is over I guess. And that stupid King of Elemental Fire I attacked just got crippled, but wouldn't die!
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  #335  
Old January 17th, 2010, 04:36 PM

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Default Re: The Early Days. Game running.

Yeah, I think it is game over. Let us delete this abomination from the llamaserver.
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  #336  
Old January 18th, 2010, 02:38 AM
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Default Re: The Early Days. Game running.

Quote:
Originally Posted by rdonj View Post
Let us delete this abomination from the llamaserver.
Yeah, sorry about that. I thought that the victory conditions would have been easier to achieve.

Isokron, well played.

My game sort of fell into inactivity. I had grandiose plans but I always delayed them, and then I got really busy IRL and when I was ready to execute the plan it was too late and I had to come up with something else.

Well, at least UWGIM got some daylight and seems to work alright. I actually enjoyed playing EA R'lyeh with it. Noticed some bugs that are now squashed in the most recent version.

Any thoughts on CPCS? My scouts saw some battles where the new spells were used for great effect.
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  #337  
Old January 18th, 2010, 02:50 AM
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Default Re: The Early Days. Game running.

The water teleport is about as crappy as i thought it would be.

There is basically nothing a water nation without astral can do to defend against raiding, especially with something powerful like a QoW. Being able to water teleport on top of raiders is almost essential - you might actually be able to kill the damn thing. But otherwise water movement is really fricking slow, and a raider could strike almost anywhere (especially as most raiders will tp/cloud trapeze in). In the case of a powerful raider like QoW, it can just avoid any army which might give it problems, and it's virtually impossible to force a confrontation.

I spent the last like 5 turns of that game chasing raiders totally ineffectually.
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  #338  
Old January 18th, 2010, 02:38 PM

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Default Re: The Early Days. Game running.

Thanks for the game I certainly had fun playing it. Lanka clearly felt like the most powerful nation I have played so far once it got going. I think cbm might be a bit off in lowering the price for some of their summons (ie Davanas 75->65 blood slaves 3->4 summoned).

Although I have to admin a lot of my impression and the outcome of this game depended on the lucky find of a 40% blood sites toward the end of my war with Marverni.
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  #339  
Old January 18th, 2010, 06:20 PM

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Default Re: The Early Days. Game running.

Yeah, those danava were crazy. Between them and the mandeha, we in the west had no chance since we pretty much all relied on sacreds to do our fighting.

Burnsaber - CPCS is great fun. I didn't really have a chance to use the UWGIM stuff.
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