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  #1  
Old March 27th, 2008, 09:58 AM

Omnirizon Omnirizon is offline
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Default Re: vengeance of the dead, how it works with 1000+

maybe these are just "dream" souls. So each soul killed is implanted in the killers mind for each time it was killed. During the VotD dream, each one of these killed soul implantations is attacking the dreamer, not the soul itself.

Its a mind thing man!
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Old March 27th, 2008, 10:27 AM

Zeldor Zeldor is offline
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Default Re: vengeance of the dead, how it works with 1000+

The sad thing is that works only on living killers, you do not have a spell that could do similar harm to undead and demons, so it favors many nations.
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  #3  
Old March 27th, 2008, 11:12 AM

kasnavada kasnavada is offline
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Default Re: vengeance of the dead, how it works with 1000+

Another idea I wrote in the other thread would be a "ritual of forgiveness" which gives your unit 0 experience and 0 kills again.
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Old March 27th, 2008, 12:50 PM

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Default Re: vengeance of the dead, how it works with 1000+

Quote:
Zeldor said:
The sad thing is that works only on living killers, you do not have a spell that could do similar harm to undead and demons, so it favors many nations.
Demons are affected by the spell. My Moloch is. However, demons and devils have several other weakness as well (like banishment). Normally i consider the trait "undead" or "devil" as a negative one. That's why undeads and demons tend to have better stats for the same cost than other characters.
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Old March 27th, 2008, 11:31 AM

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Default Re: vengeance of the dead, how it works with 1000+

Quote:
Omnirizon said:
maybe these are just "dream" souls. So each soul killed is implanted in the killers mind for each time it was killed. During the VotD dream, each one of these killed soul implantations is attacking the dreamer, not the soul itself.
Yup. I came across a description of a real-world thing much like VotD, and I think the Devs used it as the basis for the spell. After battle, some New Guinea tribesmen have nightmares where they are cut off from their friends and are battling all the people they've killed recently. It's apparently related to what we call "post-traumatic stress disorder". Lawrence Keeley mentions it in War before Civilization.
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Old March 27th, 2008, 12:46 PM
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Default Re: vengeance of the dead, how it works with 1000+

I have a great fix for this problem. Let's don't fix it! Do we really want to limit how we can kill Supercombatants? Do you really want to create an endgame where as soon as a Supercombatant is equipped, the player can breathe a sigh of relief because he has won the game, the rest of the turns just being an exercise of moving around the map flipping flags?
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Old March 27th, 2008, 12:55 PM

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Default Re: vengeance of the dead, how it works with 1000+

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Foodstamp said:
I have a great fix for this problem. Let's don't fix it! Do we really want to limit how we can kill Supercombatants? Do you really want to create an endgame where as soon as a Supercombatant is equipped, the player can breathe a sigh of relief because he has won the game, the rest of the turns just being an exercise of moving around the map flipping flags?
This is not an "endgame" spell. It is thaumathurgy 4. It can be cast easily on turn 15 against any awake pretender (it has been on my game). Do you suggest that only valid strategy should be imprisoned pretenders for scales or dual bless?
In endgame there are much better options than VotD anyways. Mind hunt KILLS you if you fail the MR, instead of making you to fight against ethereal zombies.
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Old March 27th, 2008, 12:57 PM

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Default Re: vengeance of the dead, how it works with 1000+

There are a lot of other ways to take care of supercombattant in a battle, and a lot of threads speak of it... what you basically said here is that if I choose the wyrm as pretender and give him a few anti-magic items, I already won the game. Pardon my bluntness, but it's stupid.

The proposed fixes would also have other repercussions that you can take advantage of.
Example : 20 artillery mages with 50 kills each are forever protected as long as an SC is there. If every ghosts comes back only once, that means that the next casting of the spell will kill one of those artillery mages, which have lower MR and, for most of them, have simply no chance to beat up that many ghosts without a meat shield.

Besides, relying on that spell only to kill SC means something else. That whoever has that spell and the mages to cast it has won the game against an opponent that uses SC. That's about as balanced as the imaginary "invincible" first SC you speak of.
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  #9  
Old March 27th, 2008, 01:09 PM

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Default Re: vengeance of the dead, how it works with 1000+

Quote:
kasnavada said:
There are a lot of other ways to take care of supercombattant in a battle, and a lot of threads speak of it... what you basically said here is that if I choose the wyrm as pretender and give him a few anti-magic items, I already won the game. Pardon my bluntness, but it's stupid.

Exactly. There are SEVERAL ways to kill them without needing to exploit a BUG in a spell that make the defender lose the battle at round 75 instead of the attacker as the RULES SAY.

Quote:
The proposed fixes would also have other repercussions that you can take advantage of.
Example : 20 artillery mages with 50 kills each are forever protected as long as an SC is there. If every ghosts comes back only once, that means that the next casting of the spell will kill one of those artillery mages, which have lower MR and, for most of them, have simply no chance to beat up that many ghosts without a meat shield.
Right.
If you remove the kill when you fight them in the dream, as i suggested, after one single round of combat the big bad SC will have 0 kills, and the next spell will affect the combat mages.


Quote:
Besides, relying on that spell only to kill SC means something else. That whoever has that spell and the mages to cast it has won the game against an opponent that uses SC. That's about as balanced as the imaginary "invincible" first SC you speak of.
They are relying on it to kill the SC becouse it is the fastest way to do so by far. It is only 360 research points away from the start of the game, easy to do at turn 15-17.

People need to realize that some nations (like bogarus), really NEED an awake pretender SC, if only for early expansion and protection versus bless/elefant rushes? How in the hell are you going to defend yourself in turn 15 against a rush with bogarus if you dont have an awake SC? With your late age precision 8 *shortbows*?

I dont want SC to completelly rule the game from start to end. But awake combat pretenders should be a viable strategy, and this spell pretty much destroy it with no chance of survival, not becouse of the spell, but becouse of the BUG in the spell.

EDIT: rereading your post, i think you are actually talking to the poster above me, not me, so sorry for my previus post . I edit properly
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  #10  
Old March 27th, 2008, 01:17 PM
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Default Re: vengeance of the dead, how it works with 1000+

You guys are assuming a lot. Can you point me to the MP thread where someone with MP experience has complained because an enemy is spamming VoTD against him?

An opponent's SC has to make it into the hall of fame to be a realistic target. Then a nation that actually has the paths to cast the spell has to find the SC and cast at that province. Then the nation that casts the spell has to hang tight with the SC, following him around the map to know where he is, to cast the spell again and again. This is really only feasible if the SC is in the casters provinces, because one misstep by the spotter scout and the SC is safe.

The spell is not stupid, the spell has never been an issue in any of my MP games. If it needs any tweaking, it needs to be fixed where when an Immortal dies to it while targeted in his own dominion, he goes back to his capital. As it stands now, it seems the combat takes place in a neutral zone, causing immortals to die. There does not need to be counters to the spell that nullify it or completely protect an SC. I should add, if the SC has any amount of magic resistance, the spell fails frequently.

If you guys do succeed in your quest to nerf fun and unique spells in this game such as Vengeance of the Dead, what is to stop the same player from spamming Horror Mark on your precious SC? Maybe we should nerf that too seeing how it is equally a death sentence, and even worse for a pretender. Maybe after that, you guys can petition to get rid of "Curse" or have it made curable. I mean, it is not fair that you created that supercombatant pretender just to have some indy shaman curse it forever. Hopefully by the time your done, all we will have is generic fantasy game spells like magic missile and fireball.

I guess in short what I am telling you is:

"Cry more noob."
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