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  #11  
Old February 3rd, 2004, 04:57 AM
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Default Re: Burden of Time

Quote:
Originally posted by Zapmeister:
1. Violate my assumption that the victim is a "non-astral nation", by which I meant that the pretender has no astral and the nationals could only get it by random pick, at best; or
Any nation can put astral magic on their pretender.

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2. Rely on someone else solving the problem; or
Which isn't going to be that much of a problem in most MP games. There are bound to be nations with good astral income that dislike it just as much as the non-astral nations. Besides, casting BoT is an effective method of declaring war on everyone in the game, so Ermor should shortly be overwhelmed.

Quote:
3. Contradict each other (#6 and #16 can't both work).
That would be wrong. #6 and #16 are essentially the same thing. Filling the global enchantments works via the same effect as casting other's to push out burden of time. Why should they all have to be able to work at the same time in order to be a useful solution anyways?

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Add to that the practical difficulty of wiping out Ermor while suffering BoT, being lucky enough to find independants with astral or knowing where and how to kill the casting mage, and the list of practical options becomes somewhat shorter, I think.
How to kill the casting mage isn't that bad. Find provinces with labs and cast commander killing spells at it. Cast them at large armies as well. Use your assassins if you have them.

[ February 03, 2004, 03:00: Message edited by: Graeme Dice ]
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  #12  
Old February 3rd, 2004, 04:59 AM
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Default Re: Burden of Time

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Originally posted by moodgiesanta:
Considering how it, in a few turns, cripples the armies of all of your enemies, I think 70 gems is very cheap for what it does.
Cripples? Not really. It gives afflictions to a few of your units every turn, and can kill a few others.
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  #13  
Old February 3rd, 2004, 05:04 AM
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Default Re: Burden of Time

Yes, and dispel only costs 30 (though there is the guessing game on overpowering to consider). Moreover, in a game with more than two human players, casting BoT means they are attacking everyone else, and the others will be even more likely to gang up on Ermor than they already were.

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  #14  
Old February 3rd, 2004, 05:26 AM
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Default Re: Burden of Time

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That would be wrong. #6 and #16 are essentially the same thing.
What I meant was, filling up the table either prevents the casting of further GEs or it doesn't (I'm not sure which).

If it does, then #6 can't work, while if it doesn't then #16 can't work.

I must be missing something ...
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  #15  
Old February 3rd, 2004, 05:33 AM
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Default Re: Burden of Time

Quote:
Originally posted by Zapmeister:
What I meant was, filling up the table either prevents the casting of further GEs or it doesn't (I'm not sure which).
It doesn't do either. When there are five global enchantments each new enchantment must overpower an existing enchantment in order to take effect. Thus filling up the list makes it harder for new enchantments to take effect, but also allows for new enchantments to push out old ones.
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  #16  
Old February 3rd, 2004, 05:52 AM
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Default Re: Burden of Time

Aha. Got it.
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  #17  
Old February 13th, 2004, 02:53 AM

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Default Re: Burden of Time

Hi.
Has anyone ever had GE's NOT disappear when you kill the mage? Right now I'm playing a SP game, and three GE's put in place by C'tis are still active, ten turns after I eliminated them from the game. Two of these are Burden of Time and Foul Air, so you can guess how annoyed I am.
Oh, and the GE I put up disappeared promptly when the mage was killed. Of course.
I guess this is just a bug... just wondering if anyone else has experienced it.
I'm playing the seven-nation rumble scenario if that makes any difference.

cheers...
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  #18  
Old February 13th, 2004, 03:00 AM

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Default Re: Burden of Time

GEs go away if you kill the casting mage. However, in the case of C'tis, it's possible you eliminated them without killing the actual mage who cast the spell, and as a result, he was never really "killed", even though he faded away upon the elimination of the nation.

Of course, now he no longer exists, so you can't kill him. Or so goes my theory on the matter, anyway.
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  #19  
Old February 13th, 2004, 04:28 AM

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Default Re: Burden of Time

Hmm, I didn't know that could happen. I'm pretty sure that's not the case though. I took their capitol and killed their pretender after conquering all their territory, so none of their troops were left to 'fade away'. Unless they had a stealthy empoisoner somewhere who had taken his death-magic vitamins... actually, I remember now that Foul Air was cast on the same turn that I eliminated them. They had only the one province at the time; it couldn't have been cast from anywhere else, and all their troops were killed in the Last battle.

Anyway, it's not a big deal, I was just wondering if this was a known bug. I tried searching and found a 27-page post on bugs that I didn't feel like reading through...

cheers...
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  #20  
Old February 13th, 2004, 04:32 AM

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Default Re: Burden of Time

If a unit routs in the final battle for a castle (Storming) it will retreat to a nearby province. If you kill the God and he has no dominion, suddenly those units 'disappear' (Prophet is the main culprit).

So if the caster of the original spell 'routed' instead of died or in some way got away (if it wasn't the God who cast the spell) the effect will be there for the length of the game until they are overpowered or dispelled.
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