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June 14th, 2007, 06:11 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
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Re: Mines...
Very good point there Taqwus. If a player is spreading their dominion properly mines(or other gold sites) are likely to end up as their main source of income.
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July 26th, 2007, 09:52 PM
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Colonel
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Join Date: Dec 2006
Location: Dallas, Tx
Posts: 1,712
Thanks: 0
Thanked 3 Times in 2 Posts
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Re: Mines...
Updated some of the spell effects descriptions and corrected some minor spelling/grammar errors.
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July 26th, 2007, 10:51 PM
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Sergeant
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Join Date: Apr 2007
Location: Texas/Ohio
Posts: 363
Thanks: 11
Thanked 72 Times in 21 Posts
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Re: Mines...
Nice guide, but I didn't notice you mentioning anything about ghouls per se. Ghouls, unlike the rest of Ermor's freespawns aren't mindless. Considering how mindless creatures are only worth 1/10 the value of a non-mindless creature during fortress defense, they're ideal to accumulate and simply park in your fortresses to delay sieges.
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July 26th, 2007, 11:10 PM
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Colonel
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Join Date: Dec 2006
Location: Dallas, Tx
Posts: 1,712
Thanks: 0
Thanked 3 Times in 2 Posts
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Re: Mines...
Quote:
OmikronWarrior said:
Nice guide, but I didn't notice you mentioning anything about ghouls per se. Ghouls, unlike the rest of Ermor's freespawns aren't mindless. Considering how mindless creatures are only worth 1/10 the value of a non-mindless creature during fortress defense, they're ideal to accumulate and simply park in your fortresses to delay sieges.
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The defensive factor of Ermorian Castles is so poor to begin with I can't see ghouls being of much use in that regard. If anything ghouls are handy to keep with your armies to defray mind attacks (i.e. mind burn) but even then they have a very limited value.
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July 27th, 2007, 04:06 PM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
Posts: 1,244
Thanks: 0
Thanked 30 Times in 11 Posts
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Re: Mines...
I personally think that you are both right. Ghouls are valuable for both reasons.
They can fill a castle so that it takes a lot longer to crack it, and they are
very useful when it comes to absorbing mind burn.
__________________
No good deed goes unpunished...
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July 31st, 2007, 05:40 PM
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Colonel
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Join Date: Dec 2006
Location: Dallas, Tx
Posts: 1,712
Thanks: 0
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Re: Mines...
Updated with a note on ghouls and expanding on a few points.
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December 20th, 2007, 02:49 AM
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Colonel
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Join Date: Dec 2006
Location: Dallas, Tx
Posts: 1,712
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Update
Now that the megagame I was in is over I'm updating this guide. Took out some of the cheesy fluff stuff (diplomacy mostly) and added a bunch more info on late game strategies and how Soul Gate works.
Hope it helps!
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December 20th, 2007, 05:37 AM
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Sergeant
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Join Date: Mar 2005
Location: France (Paris)
Posts: 227
Thanks: 1
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Re: Update
a good tips for LA Ermor : forge a lot of bane fire crossbow and give it to your non-priest leaders with "fire archer".
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December 21st, 2007, 09:28 AM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
Posts: 724
Thanks: 93
Thanked 37 Times in 27 Posts
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Re: Update
Thanks for the guide. I tried Ermor 2 or 3 times but because it didn't play intuitively I quit after a few turns.
With your guide I have enough information to give Ermor a real effort. Thanks again.
__________________
Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
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April 14th, 2008, 12:31 PM
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Sergeant
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Join Date: Apr 2008
Posts: 288
Thanks: 26
Thanked 8 Times in 8 Posts
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Re: Update
this guide is really useful but there are two things that i disagree with. having a immobile pretender can work if you chose the sphinx, because as soon as your dominion hits 10 you have a 1500 hit point god which would be almost impossible to kill because of the shear amount of hit points it has. Also the Knights of the Unholy Sepulchre with a Arch bishop casting power of the Sepulchre can chew through entire army's in a couple turns
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