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April 17th, 2009, 04:07 AM
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First Lieutenant
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Join Date: Aug 2007
Location: UK
Posts: 792
Thanks: 28
Thanked 45 Times in 31 Posts
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Re: Legends of Faerun - Closed (pretender design)
Quote:
Originally Posted by Dragar
Baalz - Lanka
Zeldor - C'tis
Executor - Formoria
Lingchih - Pangaea
Nice to see some of the strongest players ended up with weak nations At least none of you landed Niefels, sauromatia or hinnom!
On another note, is Tir Na n'Og the only nation without a guide? I'll have to find some serious time to hit SP the next day or so somehow!
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If there's no guide for Tir na N'Og, there is a guide for Eriu by Baalz. Some of the ideas will be applicable back to EA.
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April 17th, 2009, 04:17 AM
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First Lieutenant
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Join Date: Feb 2007
Location: Manila, Philippines
Posts: 746
Thanks: 36
Thanked 2 Times in 2 Posts
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Re: Legends of Faerun - Closed (pretender design)
Thanks Baalz, now gotta go check out what Arga Dis is all about
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April 17th, 2009, 05:21 AM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
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Re: Legends of Faerun - Closed (pretender design)
Quote:
Originally Posted by LoloMo
Thanks Baalz, now gotta go check out what Arga Dis is all about
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BLOOD, DEATH, AND VENGEANCE!!!!
Jazzepi
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April 17th, 2009, 05:50 AM
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First Lieutenant
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Join Date: May 2008
Location: Perth, Western Australia
Posts: 731
Thanks: 17
Thanked 36 Times in 17 Posts
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Re: Legends of Faerun - Closed (pretender design)
how do people know which map we are playing on?
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April 17th, 2009, 06:12 AM
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Sergeant
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Join Date: Jan 2009
Posts: 208
Thanks: 2
Thanked 4 Times in 3 Posts
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Re: Legends of Faerun - Closed (pretender design)
Faerun is the map. and this looks interesting so I'll be watching the thread. wish there was also a way for me to watch the actual game to though
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April 17th, 2009, 06:25 AM
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Sergeant
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Join Date: Sep 2006
Location: Kaiserslautern, Germany
Posts: 324
Thanks: 8
Thanked 11 Times in 3 Posts
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Re: Legends of Faerun - Closed (pretender design)
no one want to trade with me ?
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April 17th, 2009, 06:39 AM
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BANNED USER
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Join Date: Nov 2007
Location: San Francisco, nr Wales
Posts: 1,539
Thanks: 226
Thanked 296 Times in 136 Posts
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Re: Legends of Faerun - Closed (pretender design)
Quote:
Originally Posted by Dragar
how do people know which map we are playing on?
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Drager, here is the link to the Faerun Adventure map
http://forum.shrapnelgames.com/showthread.php?t=40776
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April 17th, 2009, 08:04 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Legends of Faerun - Closed (pretender design)
So are we using the to-be-released CBM? Or 1.41?
And it really seems that there is a lot of unequality on that map. SW region [water and land] seems to be really low pop [nothing more than 7k], due to terrains maybe too. And starting water locations need to be fixed, I think. They are totally random and can decide on who wins under water.
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April 17th, 2009, 08:34 AM
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Captain
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Join Date: Nov 2004
Location: Finland
Posts: 812
Thanks: 106
Thanked 57 Times in 34 Posts
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Re: Legends of Faerun - Closed (pretender design)
I have to agree that the west, and especially south-west, of the map is not in the the same league as the rest of the map. The income and resources seem to be much lower in west than in the center or eastern parts of the map. Also, the eastern part of the map seem to have many more choke-points, which basically will see nations in centre most likely turning west first (who will be poorer and will have a harder time to defend themselves due to the more open nature of the geograpy).
In all, based on the short experience (I've never before played on the map) so far, I think the Faerun map is damn excellent for SP gaming, but I am not entirely positive how balanced playfield it will be in MP. Remains to be seen, I guess Until that I am praying I get a start position in the east
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April 17th, 2009, 10:27 AM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
Posts: 2,435
Thanks: 57
Thanked 662 Times in 142 Posts
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Re: Legends of Faerun - Closed (pretender design)
I did a decent job with EA R'yleh, on Faerun coincidentally. This is a huge map, with a *lot* of water so you can spend a considerable amount of time staying wet. Going onto land is, yeah, a challenge, but assuming you don't need to do that until you are dominating the water you've got one really, really big advantage working for you - you can sit and wait for the perfect timing to attack. Nobody is going to attack you, so just wait until somebody along the long coast is committed to a grueling war, then make a deal with whoever they're fighting with and hit every coastal province and as many inland provinces as you've got amulets of fish (mind lords can solo thug quite well). Blast mercilessly with the artillery (mind hunts, vengeance of the dead) which you've been meticulously passing out void eyes and spell foci for - with the gem income from your large unassailable water empire you should be thinking along the lines of a dozen artillery attacks per turn indefinitely - it's not a high bar for R'yleh. When you do have to have to fight a real army you can likely dictate a lot of the terms of the fight because of your strategic flexibility (attacking out the water, lots of teleporting troops), and make sure you use the advantages you have. CBM gives you slave trolls which are a *huge* addition, use some of the tougher summons to round out your roster for roles other than chaff. Ring of sorcery + 1 30-gem empower gets you to D-3 which gets you mound fiends which lets you leverage that strongish D income you've been dark knowledging into some undead troops - plenty of which are amphibious. For combat magic very small two slave communions + power of the spheres opens up a whole lot of possibilities for all those single path randoms particularly after you pass out a couple boosters. Mass protection, regeneration & foul vapors are fairly easily doable, weapons of sharpness, strength of giants, legions of steel & later army of lead/gold should be staples and those undead/darkvision troops start looking pretty mean under darkness. Of course you've got top notch astral support as well, so will of the fates etc. are pretty easy. Aboleths have some very nasty linebacker communion potential - think quickened, lucky, ethereal, breath of winter, resist magic (ok, they could have done all that themselves which is why mind lords make good thugs) plus iron skin, resist elements, personal regeneration (helps prevent afflictions), soul vortex (surround them with some sacrificial chaff so they'll suck up the reinvig they need after being slaves to cast this expensive spell) - and toss down a strength of giants on them as well as it not only improves their offense, it increases the rate they're healing from their life drains.
Once you've got a good foothold on land, leverage your good astral income (you've been clamming, right? And you searched all the underwater provinces with a priest to get the extremely common underwater temples, right?) to aschric record every likely looking place which, this being EA, should give you a good spread of indie mages to get you the rest of what you need on land.
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My guides to Mictlan, MA Atlantis, Eriu, Sauromatia, Marverni, HINNOM, LA Atlantis, Bandar, MA Ulm, Machaka, Helheim, Niefleheim, EA Caelum, MA Oceana, EA Ulm, EA Arco, MA Argatha, LA Pangaea, MA T'ien Ch'i, MA Abysia, EA Atlantis, EA Pangaea, Shinuyama, Communions, Vampires, and Thugs
Baalz good player pledge
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