|
On July 28 2014 15:48 scFoX wrote:Show nested quote +On July 28 2014 15:31 Sunaj wrote:On July 28 2014 15:28 scFoX wrote:On July 28 2014 14:14 ShloobeR wrote: Ok!
Can I send death gems to announce my intention to slaughter them all and fire gems to represent the burning of their cities and livelihoods?
Edit : I think this game mode will teach me to finally build enough scouts : ) Building scouts is straightforward. Step 1: Acquire scout province (i.e., one that can recruit indie scouts). Step 2: Build scouts ad nauseam by selecting the "repeat recruitment" option. Step 3: ??? Step 4: Profit. (In the options menu, I also activated the confirmation box for commanders without orders upon ending a turn. It reminds me if I didn't move all my scouts this turn.) I used to use that, but then I'd actually miss commanders doing shit, so I gave it up, and just compusively check each commander with the n/j keys >.> That works too. I also find the "nation overview" pane makes it much easier to see which commanders aren't doing what you want them to (and to find spies in enemy territory; that grey triangle is easy to miss >_>).
There is something like this! :O Where?!?!?!!
|
Czech Republic11293 Posts
Statistics -> Nation overview really useful if you're trying to find your magic boosting items you gave to your commanders for +2 research last turn too
|
or simply F1
in general... try pressing ? on each screen and just read all the potential hotkeys and then try them... Takes some time, but there are many really useful ones among them. (Like thy y-key on the map)
|
also if possible could we have a map where I'm not going to find anyone in 5 turns >: (
|
I was going to have a vote about how many provinces per player for the map but I think about 12 provinces per player is pretty healthy. I can however look for a slightly bigger map, say 15 per player if people want something less cramped. However, less cramped maps can be very unwieldy late game.
|
I would like smaller maps, simply because there will be more action sooner and the amount of micromanagement is still ok (for a noob like me) ^^
|
I would vote for 12ppp too
|
On scouts: one of the great joys of EA Ulm is that they can recruit scouts in any forest or mountain province. They're not as good at stealth as the indy ones and cost a bit more (because they're more heavily armed), but they're worth it.
TL3 has turned into a scout bloodbath...
TL2: Damn, now I know who's been hogging all the air sites...
Edit: What do I do a with a cod-wielding madman?
|
Czech Republic11293 Posts
12 provinces per player sound about right. Should be enough room to comfortably set up a 2nd fortress without someone screwing you over I think.
|
Damnit, I have no idea how I am going to conquer the depths of the ocean in my current EA Ermor game. I have 3/5 thrones with Trogdor the dragon and overwhelming numbers of humans currently burninating their way through Ulm to grab the 4th.
The 5th throne being at the bottom of the ocean in the middle of Palagia, most of my mages are fire and some are death, so I took 5 of my (expensive) death mages, gave them shambler skin, along with my prophet the priest, a bane, and 4 mound kings, around 200+ longdead, 60 shamblers and a couple of merman water mages with like 30 mermen dudes ive been recruiting out of conquered (underwater) provinces. Palagia finally got their shit together and after losing a bunch of stuff finally hit me with an army that had only 100 units, but like 40 of those were sea serpents and 6 were priests. The 6 priests smited the hell out of my longdeads and between that and the sea serpents all 200+ longdeads died. Worse, my mages who were all well geared and experienced died being unable to cast fire spells underwater, except 1 that routed, then my prophet died and all the shamblers and mermen routed.
So the situation I'm faced with is: - A pretender that is lvl 9 fire dragon with no other magic happily burninating the countryside but with no hopes of getting underwater any time soon (even if he does, all he can cast is fire spells) - A growing EA Ermor army but one that is becoming less useful as the game continues - A grand total of 2 mages that each have lvl 1 water magic (given to them randomly) and no place to reliably recruit water mages now that my merman province is lost - only 10 death gems/turn and 5 water gems/turn
So what can I do? I can finish conquering the land (likely to take around 20 turns or so) but how can i ever get under water to get the last throne? Sure i can sit back and research all the spells but it seems like I'll need to make that bubble item for like 300+ Ermor troops to go underwater? Send my two water mages around the world searching for water sites? Pelagia has tried to attack me once or twice but they got completely massacred by my land based armies. So I'm going to be at a bit of a stalemate with 4/5 thrones and no idea what to do. help!
|
one more player for the anonymous random nation no diplo game... gogogogogo :D
|
Czech Republic11293 Posts
What era are we actually gonna be playing? I don't think I have a preference towards any, but just wondering
Also, looking at Streamlands, the way the water provinces are connected looks very very funky. Fliers can't fly over water, but I assume sailing nations can move across about 10 land provinces in one turn? Also, most spells with limited range can "move" over water provinces, so most range limited spells are gonna have crazy reach. Not that I have an issue with that, but it is something of note.
No mountain passes, so cold scales for a lot more mobility or heat scales to close the position. No cave provinces, forests and mountains generally grouped together. A very large amount of provinces without any special terrain. An interesting map
|
I was going to have players vote on what era they would like,which setting etc. MA does have pretty stable stuff if there's a "default".
|
Playing Ermor, not being able to recruit units, is this on purpose? Since I have read, its an undead nation, how can I get mages or units?
|
Correct. You can only get mages through national summons as Ermor. Units are free spawn though some summons are quite good as units.
|
Oh, I thought you guys were full up on the anon game, I'll go for it then.
|
we are full, so full! I vote MA :D
|
MA for me too, since it's the only era not done yet
|
National summons without any mages? What do you mean as free spawn?
|
MA Ermor gets random undead troops from all it's provinces based on it's Death/Magic scales, and whether a fort is present, you don't actually recruit troops
|
|
|
|