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Old October 4th, 2008, 04:52 AM

llamabeast llamabeast is offline
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Default Re: Nation - Tomb Kings - Released!

Great feedback, thanks rdonj.

Yeah, strong blesses seem to work quite nicely with the Buried. I think the tower shield gives them a sufficiently good defense that the W9 bless makes them pretty hard to kill.

Buried sorcerors are meant to be the main battle mages, since their paths make them quite effective in battle. I was intending, though, that the player would end up with a lot of priests, because of the divine spells. What kind of balance do you end up with? Do you find the divine spells useful?

Why do you want astral fires-casting Tomb Kings, and why do earth gems matter for them?

Bone scorpions - interesting. They are meant to be nastily powerful, but maybe I ended up underpricing them. And they should at least be killable with some effort. I'll have a play with them at some point.

I'd thought The Undying did work on bone scorpions. If not I don't know why not. I'd thought of using The Undying on powerful undead as a sneaky perk of the Tomb Kings. Casting it on Tartarians would be great.
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Old October 4th, 2008, 06:34 AM

rdonj rdonj is offline
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Default Re: Nation - Tomb Kings - Released!

At the moment, I'm building up buried and commanders for 3 turns and sending them out, most of the time it's 2 buried and a high priest, but in some of my forts I do 3 high priests. Earlier on I built more priests but the game is a ways in now and I have tons of them running around. I find the divine spells very useful, particularly Resilience as it brings buried from 4 to 13 prot, which is really useful. The Undying isn't really that useful on the troops but it's quite a bit better on Tomb Kings, scorpions and ushabti, especially for a nation with no native nature magic. Heal the dead is a bit hard to rely on as you can only script so far, and the ai would rather just cast revive dead when the scripting runs out. Strength of the Tomb has been bugging me though, the MR negates tag on it has made it pretty pointless to cast since almost every unit I have has 18+ MR when blessed.

I just like astral fire, it has a large aoe, does lots of an damage, plus with the high magic resistance on everything I'm using it's not very likely to do much friendly fire. Earth gems were a problem because I had an earth gem income of 7 for most of the game and I need to forge starshine skullcaps and crystal coins to be able to cast it since I've only gotten one tomb king so far with natural astral as high as 2. So it was tough trying to do that while summoning ushabti/anubites.

I'm pretty sure it does work, they do get the regeneration buff, it just wasn't healing the only scorpion that had taken damage in that battle and I think it was because it was on fire. I've seen it work on the other units, so I don't see why it wouldn't. Undying Tartarians would be rather nice. I don't think I'm going to get to play with them in this game though, I'm too close to winning. Maybe next time I'll focus less on enchantment.

Last edited by rdonj; October 4th, 2008 at 06:58 AM..
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