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  #441  
Old April 24th, 2012, 12:50 AM

Executor Executor is offline
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Default Re: The Ascension Wars: MA,12 players, no mods, newb friendly. [Year 4, 8/12 remainin

What goes around comes around.
Well it was a diverse little army but we've had mutiny almost every step of the way so now only those true of heart and purpose remain.
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  #442  
Old April 24th, 2012, 12:19 PM

Wendigo_reloaded
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Default Re: The Ascension Wars: MA,12 players, no mods, newb friendly. [Year 4, 8/12 remainin

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Originally Posted by 3V4JKZ2 View Post
Quote:
This game has included some of the worst play I've seen.
Well, it does include the word newbie in the title.
I do not think he was talking about the new players here.
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  #443  
Old April 25th, 2012, 08:08 AM

BewareTheBarnacleGoose BewareTheBarnacleGoose is offline
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Default Re: The Ascension Wars: MA,12 players, no mods, newb friendly. [Year 4, 8/12 remainin

Sorry again, this time I had no internet. Hopefully no more problems!
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  #444  
Old April 26th, 2012, 09:52 AM

BewareTheBarnacleGoose BewareTheBarnacleGoose is offline
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Default Re: The Ascension Wars: MA,12 players, no mods, newb friendly. [Year 4, 8/12 remainin

Acro, what's up? Are we at war? Were we at war before I started subing? What's with the whole siegeing my castle thing?
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  #445  
Old April 26th, 2012, 10:02 PM

kennoseishin kennoseishin is offline
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Default Re: The Ascension Wars: MA,12 players, no mods, newb friendly. [Year 4, 8/12 remainin

I am so confused. I though undead melted without undead leadership, but ermorian undead horsemen are apparently unaffected? Such a waste of seeking arrows.
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  #446  
Old April 27th, 2012, 12:51 AM
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samoht samoht is offline
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Default Re: The Ascension Wars: MA,12 players, no mods, newb friendly. [Year 4, 8/12 remainin

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Originally Posted by kennoseishin View Post
I am so confused. I though undead melted without undead leadership, but ermorian undead horsemen are apparently unaffected? Such a waste of seeking arrows.
I haven't checked the turn file yet, but its possible you attacked a province that still had some mound kings in it. They look identical to undead horsemen.

Or maybe I hax...
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  #447  
Old April 27th, 2012, 01:53 AM

kennoseishin kennoseishin is offline
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Default Re: The Ascension Wars: MA,12 players, no mods, newb friendly. [Year 4, 8/12 remainin

Oh, it was totally hax . Here's the screenie http://prntscr.com/8kw8p And the only province defense you had there didn't have undead leadership.
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  #448  
Old April 27th, 2012, 07:30 AM

legowarrior legowarrior is offline
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Default Re: The Ascension Wars: MA,12 players, no mods, newb friendly. [Year 4, 8/12 remainin

As long as he has Pd that can command undead he should be fine.
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  #449  
Old April 27th, 2012, 12:23 PM
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Ragnarok-X Ragnarok-X is offline
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Default Re: The Ascension Wars: MA,12 players, no mods, newb friendly. [Year 4, 8/12 remainin

I have to say playing without CBM was a grave mistake. So many ****in useless spells, and then so many ****in broken things (like, 20 air gems per turn, regardless of who is benefiting)
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  #450  
Old April 28th, 2012, 06:28 AM

Wendigo_reloaded
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Default Re: The Ascension Wars: MA,12 players, no mods, newb friendly. [Year 4, 8/12 remainin

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Originally Posted by Ragnarok-X View Post
I have to say playing without CBM was a grave mistake. So many ****in useless spells, and then so many ****in broken things (like, 20 air gems per turn, regardless of who is benefiting)
CBM has its own balance issues, and a serious lack of documentation regarding its changes.

What has happened in this game that you think would have been totally different in a CBM game? If that global bothers you so much, you have the magic & the gems to dispel it, and there are other options. How is that different in CBM? It's not even a game wining global.

Also, Pythium is a magic powerhouse: at this stage of the game you should have plenty of powerful spell options.
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