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  #1  
Old June 25th, 2009, 02:55 AM

Omnirizon Omnirizon is offline
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Default Re: Your Top 10 Super Combatant Builds

Tomb Oracle

(for Raiding/PD killing)
Fire-Brand/Charcoal Shield and
Frost-Brand/Demon Whip
Dragon Helm
Copper Plate
Boots of Flying
Luck Pendant
Amulet of Antimagic
script Diving Blessing (E9N4, hopefully), Summon Earthpower, Invulnerability, attack
100% all resistances, no equipment over Const4 (so you can get these guys out quick and then focus on other schools of magic), uses a spread of gems so no bottlenecks (and especially trying to use the generally useless fire gems)

or (for SC killing)
replace Boots of Flying with Boots of Quickness
replace Amulet of Antimagic with Fire Pearl
replace weapons with something appropriate, like Flambeau for undead, ect.
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  #2  
Old July 4th, 2009, 04:01 AM
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Default Re: Your Top 10 Super Combatant Builds

That's an excellent idea for the gem generators! Then they could no longer feed into the production of the same item, or into wishes. (Maybe wishing for gems needs a nerf too, possibly crank up the cost of Wish so it's no longer economical to wish for gems.)

But if you don't allow unloading for all gems, regardless of the source, then the user can't easily undo a click error where he puts gems on the wrong guy, and you can't load gems onto scouts or different-path commanders to supply armies in the field. So I think you're right that it would be a significant change in the implementation.
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  #3  
Old July 4th, 2009, 09:49 AM

BesucherXia BesucherXia is offline
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Default Re: Your Top 10 Super Combatant Builds

Quote:
Originally Posted by vfb View Post
That's an excellent idea for the gem generators! Then they could no longer feed into the production of the same item, or into wishes. (Maybe wishing for gems needs a nerf too, possibly crank up the cost of Wish so it's no longer economical to wish for gems.)

But if you don't allow unloading for all gems, regardless of the source, then the user can't easily undo a click error where he puts gems on the wrong guy, and you can't load gems onto scouts or different-path commanders to supply armies in the field. So I think you're right that it would be a significant change in the implementation.
I think if we can supply commanders gems without local labs, then there is also less chance of giving gems on the wrong guys. Maybe we can even make giving gems work like purchasing PD: you can discard the gems you have newly given to commanders, but after that turn, it will be permantly fixed.

Hmm... too good dream to be real.
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  #4  
Old July 5th, 2009, 11:41 AM
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Default Re: Your Top 10 Super Combatant Builds

Quote:
Originally Posted by BesucherXia View Post
I think if we can supply commanders gems without local labs, then there is also less chance of giving gems on the wrong guys. Maybe we can even make giving gems work like purchasing PD: you can discard the gems you have newly given to commanders, but after that turn, it will be permantly fixed.

Hmm... too good dream to be real.
Not so much good as different from the authors' intent, I think. And this particular implememntation will require some reworking of base files without fixing the problem you had pointed on earlier...
You should also remember that there are MUCH more commanders than provinces, so it can be more resource-consuming to implement similar procedure here...
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  #5  
Old July 4th, 2009, 04:12 AM

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Default Re: Your Top 10 Super Combatant Builds

Ah yes the Pool buttons.

Seven of them mean "please put all the gems of that type in the lab"
One of them means "please kill all my 'Returning/Vortex' scripted guys"
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  #6  
Old July 4th, 2009, 05:05 AM

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Default Re: Your Top 10 Super Combatant Builds

I wish there was a ctrl+z command as for blood slaves to transfer gems and if you could redo the damage you've potentially done by achemising the wrong gems without redoing the whole turn.
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  #7  
Old December 21st, 2009, 04:19 AM
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Default Re: Your Top 10 Super Combatant Builds

Actually , Ice Devils suck. They are the worst of the blood summons, and still cost a lot (88 slaves). they are rarely even worth the trouble.
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  #8  
Old December 21st, 2009, 07:22 AM
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Default Re: Your Top 10 Super Combatant Builds

It's a matter of opinion. I really like them. They are only 88 slaves, they can quicken themselves, and they have great stats. And you only need level 6 in research to summon them. Now that you're not making clams any more, spend 5W gems on Wolven Winter, targeting the province you're moving into, and put that Cold Power to work.
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  #9  
Old December 21st, 2009, 08:41 AM
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Default Re: Your Top 10 Super Combatant Builds

What is the best build for an Ice devil? I tend to summon them when I get impatient for the Devils/Heliophagii, but I have never been impressed with them. Are they a worthwhile thug/SC for underwater applications?
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  #10  
Old December 21st, 2009, 08:53 AM

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Default Re: Your Top 10 Super Combatant Builds

Do they also get increased prot in the cold ala niefs? If not, they should.
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