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June 17th, 2007, 09:39 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Neo Xekinima - LA game of Mod nations (recruit
Okay - Sombre says that second fix is bad, because with the original lines, that glade rider is fighting with Lance, Hoof, _and_ Eldar Blade all at the same time. Looking at the unit's attack skill stats, it winds up being AT 4/10/6, so it is indeed better to remove a weapon, even if the description says, "lance and sword".
Not sure if you'd ever recruit the glade rider with lance then, since lance is definately inferior to the Eldar Blade. (But the unit does get a shield - still, I think it ought to have the Eldar Blade and not the lance.)
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Wormwood and wine, and the bitter taste of ashes.
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June 17th, 2007, 10:30 PM
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First Lieutenant
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Location: Manila, Philippines
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Re: Neo Xekinima - LA game of Mod nations (recruit
I don't mind waiting until those fixes can be done. No hurry.
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June 18th, 2007, 01:33 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Neo Xekinima - LA game of Mod nations (recruit
Likewise - no hurry, but I think every player should go through a test SP game and check their units, give a once-over to make sure there aren't any glaring errors. No one can be expected to verify all the nations - but each player should have incentive to verify their own nation. 
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Wormwood and wine, and the bitter taste of ashes.
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June 18th, 2007, 04:45 AM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
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Re: Neo Xekinima - LA game of Mod nations (recruit
Heh. After playing the hoburgs, I'm scared... because I am having trouble
figuring out how one stops a deluge of highly armoured, heavily massed,
crossbow shooting free troops.
Oh... I started a new game on the attached map. Two of the nations started
with only two land provinces next to their capitals. Another started on the
little sliver of land in the SW, with only three neighbors. Frankly, I
would not say much for Ulm or Teutanion's chances if they were to start
like that.
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No good deed goes unpunished...
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June 18th, 2007, 08:57 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
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Re: Neo Xekinima - LA game of Mod nations (recruit
Quote:
Tuidjy said:
Heh. After playing the hoburgs, I'm scared... because I am having trouble
figuring out how one stops a deluge of highly armoured, heavily massed,
crossbow shooting free troops.
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Yes, the Hoburgs are a bulldozer in the early game, no question about that.
Quote:
Tuidjy said:
Oh... I started a new game on the attached map. Two of the nations started
with only two land provinces next to their capitals. Another started on the
little sliver of land in the SW, with only three neighbors. Frankly, I
would not say much for Ulm or Teutanion's chances if they were to start
like that.
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I can top that: When I created a test game, two nations capitals were assigned to the same province by the game. That means that one of them was instantly defeated. I do want to assign starting provinces by hand and I take your recommendations, if you have them. But be aware that not everybody can start on the other side of the map from the Hoburgs... 
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June 18th, 2007, 03:11 PM
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General
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Join Date: Oct 2006
Posts: 3,445
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Re: Neo Xekinima - LA game of Mod nations (recruit
If you think those little pipsqueaks are tough, wait until you see what Kharam Dzu can do 
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You've sailed off the edge of the map--here there be badgers!
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June 18th, 2007, 06:54 PM
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Sergeant
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Join Date: Jan 2007
Posts: 386
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Re: Neo Xekinima - LA game of Mod nations (recruit
Ha!! Vaeittiheim will clearly be the superior 'pipsqueek' nation! Course, it helps that we are backed by trolls. 
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