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With this much arcane, we will totally murder level 9 or whatever is the nasty thing you do to undeads.
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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I've been impressed with the army comp you've put together so far---it's handled these early levels with less effort and fewer casualties than the more elf-based comps I've usually used. In retrospect, I can see why: most of these early levels have a lot of open terrain and not many forests, plus the presence of undead makes life difficult for elves with their piercing and slashing damage. You'll probably want to level some elves for the more forest-based later levels, but if I were to play this campaign again, I'd focus on horsemen, mages, and elven riders (not spectacular fighters, but the most mobile units bar griffons) early.
I like having two paladins to create a mobile self-healing force. I'm not a huge fan of archers in general, though rangers can be useful; marksmen have always seemed underwhelming to me.
If you need another player, I might be able to step in, if it matches the current Debian packages and the saves work cross-platform. What version are you playing?
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Iainuki Wrote:I've been impressed with the army comp you've put together so far---it's handled these early levels with less effort and fewer casualties than the more elf-based comps I've usually used. Fewer casualties, I could well believe. Less effort? I put as much thought into playing just three turns for a SG as for playing a whole scenario on my own .
Iainuki Wrote:I like having two paladins to create a mobile self-healing force. I'm not a huge fan of archers in general, though rangers can be useful; marksmen have always seemed underwhelming to me. Grand Knights don't seem to be enough better than paladins. I think I'd upgrade all of our knights to paladins once we collect the XP; that makes them much much more versatile.
Iainuki Wrote:If you need another player, I might be able to step in, if it matches the current Debian packages and the saves work cross-platform. What version are you playing?
1.8.5 . I know Wesnoth is an open source game, so I would be shocked if it fails to work on a 'nix system - it was probably ported to Windows, not the other way around
For my part, consider yourself welcome; it would be nice not to have the save whipping around quite as quickly as it seems to be doing, and another teammate to discuss with would be nice. As mentioned, fire&ice did organize the SG in the first place, so I consider him to be in charge with veto power, but he hasn't turned anyone down yet.
EitB 25 - Perpentach
Occasional mapmaker
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Mardoc Wrote:1.8.5 . I know Wesnoth is an open source game, so I would be shocked if it fails to work on a 'nix system - it was probably ported to Windows, not the other way around
It was... I last played when I had a dual-boot laptop. Sadly, that machine bit the dust almost three years ago. (... and I was thoroughly out of HD space, besides, although that's true again with my new, larger, internal HDD.)
Wesnoth was, as far as I could tell, the FOSS strategy game. Well, okay, the only one that wasn't a clone of something from 1994 and had a competent AI.
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Mardoc Wrote:Grand Knights don't seem to be enough better than paladins. I think I'd upgrade all of our knights to paladins once we collect the XP; that makes them much much more versatile.
I like paladins a lot better too, but their big liability is that their arcane attacks don't work so well against some enemies. It's useful to have a grand knight or two for mundane sword attacks. In general, though, I prefer paladins, and they're invaluable in undead-heavy levels like the four-liches level, especially because of their mobility.
Mardoc Wrote:1.8.5 . I know Wesnoth is an open source game, so I would be shocked if it fails to work on a 'nix system - it was probably ported to Windows, not the other way around
Yeah, 1.8.5 is the version I have. I think Wesnoth was originally designed for Linux gaming .
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So - if Sian, Ranamar, and Iainuki all join, that'd put us up to a good number. It would be less likely for ASM to both have time to play and have the rotation hit him simultaneously, so I'd be inclined to have him leave the rotation and just jump in when a turnset finishes and he's free, so we don't end up skipping him.
EitB 25 - Perpentach
Occasional mapmaker
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Mardoc Wrote:I'd be happy to have you - fire&ice is pretty much in charge, though.
And yes - we've been focused on getting our magic users up to snuff, which meant other areas were lacking. Hopefully after this level we've got the freedom of action to work on that.
I didn't know I was in charge
Mardoc Wrote:So - if Sian, Ranamar, and Iainuki all join, that'd put us up to a good number. It would be less likely for ASM to both have time to play and have the rotation hit him simultaneously, so I'd be inclined to have him leave the rotation and just jump in when a turnset finishes and he's free, so we don't end up skipping him.
The more the better
@people joining our game feal free to take the turn now I can't play till tommarrow
August 11th, 2011, 22:36
(This post was last modified: August 12th, 2011, 00:45 by Ranamar.)
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Unfortunately, the installer (both 1.8.5 and 1.8.6) times out during launch (really, Windows reports that it didn't start in a timely manner) so I'm out unless I somehow solve that problem.
Edit: update: Apparently, my laptop, which occasionally does odd things with the hard drive, was just taking a really long time to ask for admin privileges until I rebooted it... at which point it still took a long time but didn't time out anymore. I really should send it in to tech support sometime.
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Iainuki Wrote:I've been impressed with the army comp you've put together so far---it's handled these early levels with less effort and fewer casualties than the more elf-based comps I've usually used. In retrospect, I can see why: most of these early levels have a lot of open terrain and not many forests, plus the presence of undead makes life difficult for elves with their piercing and slashing damage. You'll probably want to level some elves for the more forest-based later levels, but if I were to play this campaign again, I'd focus on horsemen, mages, and elven riders (not spectacular fighters, but the most mobile units bar griffons) early.
I like having two paladins to create a mobile self-healing force. I'm not a huge fan of archers in general, though rangers can be useful; marksmen have always seemed underwhelming to me.
If you need another player, I might be able to step in, if it matches the current Debian packages and the saves work cross-platform. What version are you playing?
Ironically it is because we lost everything on the first level so we weren't tempted to recall/augment our elvish units.
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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Who needs elves anyways =P Mages, Horses and Mermen will do! (And a few Shamans i guess).
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