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  #1  
Old January 23rd, 2004, 08:53 AM
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Default Re: Possible bug?

Quote:
Originally posted by Saber Cherry:
A vastness can take out most armies I've seen...
They're "only" good for chomping armies of about 20-30 normal troops (non-Jots). Solo, that is. They are much more effective if given a little support. I use mine, without support, to wreak havoc in the AI's rear areas.

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Alternately, if every vastness alive decreased the vastness summoning chances (1/2, 1/3, 1/4, 1/5, ...) that would work just as well.
That would be okay. It's reasonable and doesn't sound disbalancing.

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If high summoning skill let you mass vastnessess... Rlyeh would generally win at around turn 50, if it could simply survive that long, without even expanding. And was lucky.
A bit of an exaggeration. At least if you play as I do on large maps like Orania, and with indies set to 7+. On smaller maps and/or with normal (ie: weak) indies, yes, I can see how Vastnesses can rule.
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Old January 23rd, 2004, 09:00 AM

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Default Re: Possible bug?

Of course, depending on the Victory Conditions it could/couldnot be as exploitive. Especially if you are playing on a larger map, because it gives the R'lyeh more time. A Vastness can take out most anything, including magical attacks (like Ashen Angels and Earth Attacks) and with a movement of 10, they can just jump with impunity wherever they want and you can't touch them.

There is a limit to things like Demon Lords (or is supposed to be, I've been able to get multiples, but I'm sure this is a bug), why not Vastnesses?

Perfectly acceptable considering they can get them any turn after 15+ or switch in and out summoners in order to try to 'maximize' the Vastness summoning.

Edit: A properly used Vastness can take out 80-100 Troops without much danger to themselves. But, as it's been said before, it's all in the equipment. Blood Vengance is a killer.

[ January 23, 2004, 07:35: Message edited by: Zen ]
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  #3  
Old January 23rd, 2004, 09:19 AM
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Default Re: Possible bug?

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Originally posted by Zen:
Edit: A properly equipped Vastness
Eh? My Vastness has only a slot for gems. They'd be really abusive if they had equipment slots too.
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Old January 23rd, 2004, 09:44 AM

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Must be a Doom Horror. My mistake.

I just tested the Vastness. He is more than capable of taking out 50-60 Hardened Troops. And still takes out all the Manifestations, Earth Attacks, he did die to a Pale Riders though. But I think it was just the sheer number of lances and being undead.

I'd hope a Level 9 Spell would take him out before he can jump to another province.
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Old January 23rd, 2004, 10:59 AM

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Default Re: Possible bug?

Teleport and Magic duel AFAIK. It's a simple combo to drive a vastness out. Poor vastness is a S3 mage, It should be the biggest weakness.
Teleport + Paralyze + Soul slay or something like as well, it's fine when you give the mage a Rune Smasher / Spell Focus. It's a practically way to slain a SC...
and,whats the most important is, all this can be done in magic phase, BEFORE he can jump to another province...

Well,I want a Evo/Thu9 commander smasher spell "Power word: Kill" too ^^

[ January 23, 2004, 09:02: Message edited by: void ]
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Old January 23rd, 2004, 01:05 PM

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Defenders have first movement. So when you teleport to a province the Vastness is in, he gets to cast first. Guess what spell should be every Vastness's first?

I don't want to give it away, but it starts with a P and ends with an E. Since each battle is seperate, the defender will always get to go first and disable opponent SC's that don't have over 28+ MR.
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Old January 24th, 2004, 02:36 AM

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Default Re: Possible bug?

Quote:
Originally posted by Zen:
Defenders have first movement. So when you teleport to a province the Vastness is in, he gets to cast first. Guess what spell should be every Vastness's first?
right,right
but...that's easy to solve i think ^^
just have some mages teleport at the same time...

Vastness: P Mage1
Mage1: Idling..
Mage2: Duel..fail
Mage3: Duel...Wow,done^^

[ January 23, 2004, 12:39: Message edited by: void ]
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