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  #111  
Old November 19th, 2009, 09:50 PM
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

Quote:
Originally Posted by Sombre View Post
I quite like the long extensions - I've been so busy recently I've had to rush a lot of turns even when I had ages to take them in. I'll try and free up more time though. Things have calmed down at work a bit at least. I'm liking this long layoff currently though :]
Well, then you'll love this one. I'm extending the next turn until Wednesday (that's 120hrs or so I think,) because I'm defending my thesis on Monday. Tuesday I will be drunk.

If all goes well, Dr. DrPraetorious will have time to do this game justice then .
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  #112  
Old November 21st, 2009, 08:30 PM

llamabeast llamabeast is offline
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

PhD thesis?

Good luck!!!
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  #113  
Old November 21st, 2009, 08:31 PM

llamabeast llamabeast is offline
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

Trumanator - Regrettably I have no plans to storm your fort any time soon. You've demonstrated you can kill an arbitrary number of my men at arms.
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  #114  
Old November 26th, 2009, 09:25 AM
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

Does anyone object to a rollback?
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  #115  
Old November 26th, 2009, 06:08 PM

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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

I'm a bit confused. I looked at the llamaserver a couple days ago and it said the turn would host on monday 30th nov. But it hosted last night and I staled of course.

I don't mind a rollback I guess, I don't really mind either way though, this game isn't hotly contested or anything.
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  #116  
Old November 26th, 2009, 06:52 PM

llamabeast llamabeast is offline
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

I'm easy. I'm pretty much out of the game to be honest.
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  #117  
Old November 26th, 2009, 09:26 PM
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

Yeah, I thought I had pushed hosting back to Monday. So I'll do a rollback.

Or - does anyone object if I declare myself victor? I think I ought perhaps to actually *win a battle* against Sombre first , but it's pretty clear that I'm winning the war, yes/no?
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  #118  
Old November 27th, 2009, 05:12 PM

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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

Yeah I wouldn't mind if you did that - I can't see any way that I could beat you long term. You have a much better economy, globals etc and you have a better lategame nation too, really. The entire war is taking place in my territory also.
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  #119  
Old November 27th, 2009, 08:45 PM
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

So my army of poison golems will never reach the front .

Very well, unless I hear an objection, I declare myself winner! Huzzah!

I'll have some balance feedback on my own nation shortly.
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  #120  
Old November 28th, 2009, 05:42 PM

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Default Re: Sign of the Hammer - A Warhammer Mod Game. Game on!

Well, seeing as how this seems to be over, I'll post my thoughts on Skaven and Brettonia now.

Skaven: First, I like the feel and theme a lot. This is a beautiful mod. Also, I managed to accomplish my main goal for the game: not be the first to die. That said though, the early game is just incredibly weak. Your troops are just not good enough to carry you, particularly on a NI map where you can't hire any arrow catcher indies. Anyone with arrows is going to rape you utterly. Yes, I know that Skavenslaves and/or plague monks can be decoys, but once engagements reach a certain size, they just die too fast to be effective. Even when you make it to the enemy lines, you take a ridiculous amount of casualties. Your armies are nowhere near sustainable. While your mages aren't bad, the lack of decent blockers hurts. Your summons are okay, but the warp_ throwers seem to be bugged, as they had a tendency to run straight into melee without shooting. Of course, its entirely possible that a better player would be able to come up with a killer strategy. Still, I think that the very weak early game severely restricts your options.

Brettonia: While of course llamabeast will have the best overall view of things, I will still make a few observations. First, freespawn archers are perhaps a bit much, particularly against Skaven. Second, having what amounts to an income and resource independent recruitment is a difficult thing to balance. It might have been interesting to see how they might have done had llama been able to recruit damsels in his cap every turn for a respectable research.
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