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July 10th, 2008, 03:51 PM
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Captain
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Join Date: Sep 2002
Location: United States
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Thanked 27 Times in 21 Posts
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MP questions
Whats the story with alliances in MP?
Can two or more people win the game as an alliance?
My Wyrm pretender was killed easily in a battle. The description said something about dragons even fearing combat with them. So how did a small army take mine out so fast?
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July 10th, 2008, 04:01 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
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Re: MP questions
Quote:
Skirmisher said:
Whats the story with alliances in MP?
Can two or more people win the game as an alliance?
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If the game hosts says so, then you can. But there is no alliance system built into the game at all.
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July 10th, 2008, 04:13 PM
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Captain
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Join Date: Sep 2002
Location: United States
Posts: 919
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Re: MP questions
Whats a NAP ?
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July 10th, 2008, 04:13 PM
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General
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Join Date: Apr 2005
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Re: MP questions
Unless there are special victory conditions set, and sometimes even then, MP victory is usually by consent. Someone, or some group, becomes sufficiently dominant that no one feels like playing out the 20-30 turns it would take for them to conquer every province.
So, yes. If 2 or more players want to claim a joint victory and the rest of the players aren't willing to oppose them, they win.
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July 10th, 2008, 04:30 PM
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Sergeant
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Join Date: Oct 2006
Location: Milwaukee, WI
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Re: MP questions
NAP = "Non-Aggression Pact".
It's an agreement between two nations not to engage in any hostilities with one another, and for each to give the other party a specified warning period before initiating any hostile acts. The most common length is 3-turns. So if you and I agree to a 3-turn warning NAP, I need to give you 3 turns of warning before I invade.
There are also fixed length NAP's in which two nations agree not to launch any attacks for some number of turns, with no provisions beyond that. They're less common.
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July 10th, 2008, 04:44 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: MP questions
I use fixed length NAPs almost exclusively. Unlimited length treaties make for a really boring game, IMO.
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July 10th, 2008, 04:59 PM
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BANNED USER
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Join Date: Dec 2007
Location: Illinois
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Re: MP questions
you need to give your Wyrm Dominion strength 9 or 10 so it will have Awe, then it will obliterate most armies with ease.
Flavor text such as "...dragons fear..." is just flavor text. Underneath it all this is still a numbers game, so you need to learn them and know how to min/max.
On a side note, has anyone ever pitted a Wyrm and a Dragon to see who would really win?
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July 10th, 2008, 09:35 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
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Re: MP questions
Quote:
Skirmisher said:
My Wyrm pretender was killed easily in a battle. The description said something about dragons even fearing combat with them. So how did a small army take mine out so fast?
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Fatigue, most likely. Cast Summon Earthpower first to keep fatigue down.
-Max
__________________
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Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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July 10th, 2008, 10:31 PM
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General
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Join Date: Sep 2004
Location: Irving, TX
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Re: MP questions
Quote:
Skirmisher said:
My Wyrm pretender was killed easily in a battle. The description said something about dragons even fearing combat with them. So how did a small army take mine out so fast?
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Dragons suck. I used to take one every once in a while for flavor, but they just suck so bad I had to stop. There have been requests posted for a long time to make them more "Dragonlike", ie: powerful. But nothing has been done so far.
But yes, as has been said, take Dom 9 or 10 on your Wyrm for the crowd control factor, and a good bit of Earth magic for natural armor. Then they are one of the best early game expansion pretender super combatants.
__________________
Be forewarned, anything I post is probably either 1) Sophomoric humor, 2) Satire, 3) A gross exaggeration of the power I currently possess, 4) An outright lie, or 5) Drunken ramblings.
I occasionally post something useful.
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July 11th, 2008, 12:41 AM
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BANNED USER
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Join Date: Dec 2007
Location: Illinois
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Re: MP questions
I would say pick whatever magic path you need for diversity; they all add something to the already fearsome Wyrm (except maybe Fire, Water, or Blood).
Earth will give prot and access to some buff spells
Air gives access to Air Shield which is perfect compliment to Awe
Astral gives access to Personal Luck and Ethereal
Death boosts natural fear
Nature boosts natural regen
The flexibility of the Wyrm to take whatever magic you need to diversify and be made an even better SC by it makes it my fave pretender.
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