Quote:Ok so 9 Archangels vs 9 Demon Lords, I'm attacking.
Turn 1, each demon lord takes a step back, uses doom bolt and shoots at an archangel. 3 Archangels dead (of which two had lionheart, and all had Charm of Life).
Turn 2, the Archangels are still not in range (since we took a step back and killed the front row.), but no room to summon, so each demon lord moves 3 back (or whichever many they can) and shoots. This doesn't go so well, as High Prayer is now up and there is no doom bolt left. 1 archangel down to half health, 1 webbed. (it's over ocean so it's disabled for good.)
I lose 1 demon lord as some archangels manage to attack. I anime 1 dead archangel, which probably isn't as good as using web but we are trying to test Death magic so I should. It attacking, plus me moving and shooting, 1 more archangel dead. Now the board is my 9 units vs their 3+1 webbed (instead of webbing I could have cast terror but there was no room to animate).
Next turn another demon lord lost. However now I have Holy Bonus+2. I kill 1 archangel and stay out of range of the remaining ones. I don't expect to take damage from this point onward (aside from star fires) so I start reanimating lost demon lords.
I lose a third demon lord to star fires but reanimate all 3. Overall, I had no losses and 3 demon lords are ungraded to animated status. 9 Archangels died despite high prayer+supreme light+charm of life. I have one demon lord at red health, all others are still at max or green.
If this isn't enough proof Demon Lords are overpowered, nothing is... and it's specifically due to the doom bolts, otherwise it would have been a fair fight, slightly in my favor (due to animate dead and web) but this way it was a 9 vs 6 battle which would have been 9 vs 4 instead without charm and lionheart bonus.
By the way, at strength 20 but being magical ranged, so no ranged penalties, Demon Lord is about as powerful at range as a Colossus, but has double ammo, flies, is immune to a bunch of things, might gain health from attacks, has fear, summons 3 demons, which cast a lot of spells and cause instant death, on top of providing suppression in melee if needed, and having melee equal to the colossus itself, let's not forget 1 higher movement. It also generates power instead of having maintenance. All those extras for 30% more cost is already really OP and makes Colossus look like a toy, and THEN we also have an extra doom bolt on top of it. It's reasonable to expect first turn damage around 200 against a typical stack using 9 Demon Lords. That annihilates even most fortress garrisons in a turn.
and
Quote:btw Death Knights. I was thinking because they showed up in research before Demon Lords.
So Death Knights are bad against...
Life, high resistance mean no life stealing
Chaos, Flame strike spam
Sorcery, Banish, Creature Binding
Death, Annihilate
So they are strong against Nature...and dual realms that miss the listed spells. Kinda limited considering most other very rares are strong vs 90% of the possible enemies and only weak against 10%. (raising their resistance by 1 would not really help with that.) On top of that they are an upgraded version of Wraiths, so when they do work, you already used Wraiths to win. Not that I have any idea what to do, of if there is a need to do anything, just stating my observations.
I believe we are going to need to decide on a role for both units, and nerf/buff them accordingly to be good at that selected role. So what do you think each of them should be used for, and what should they be bad at/weak against?
Hello! I'm finally able to play Earthbound now that I have a Super Nintendo Classic.
No Equipment is a no-go. That would qualify as one of Sullla's "Insanity Challenges", at least in the beginning. Believe me, I tried. Attacking the Spiteful Crows and Runaway Dogs without a weapon deals 1 damage, and you don't have any offensive PSI to make things any better. Running away from enemies often fails too. The Death Count would require the infinity symbol. Ness's IQ is 2 at the beginning of the game, and so is mine for attempting anything this silly.
Since I want a fun challenge, not a "Solo Thief FF1" sort of playthrough, I'm going to try a Ness solo. Yes, I already know about the final boss requiring Paula. GameFAQs suggests she can survive that fight with the Sea Pendant and Franklin Badge equipped.
You also agreed on the following additional changes to RtR_4.1.1.7
Tech trading moved back to Alphabet from Paper
Map trading moved back to Paper from Writing
All techs tradable
Peace treaties restored to being able to be instantly requested after war declaration. (This is actually the game option "No immediate Peace Treaties") I also changed the treaty length back to 10 turns instead of the 5 turns.
Settings-
Difficulty: Monarch
Speed: Normal
Era: Ancient
Turn speed: 36 hours/turn
Game Options
Tech Trading = ON
Tech brokering = OFF
No Vassal States = ON
No Tribal Villages = ON
No City Trading = ON ( BUG version showing city count in Scoreboard)
No immediate Peace Treaties = OFF
Unrestricted leaders = ON
Map trading ON
Special rules
Double moves: Don't be a jerk aka normal RB double move rules. If in doubt or a newb, ask the lurkers.
No Spys
It used to be, before that whenever I opened up Firefox when starting up my computer it would remember that I was logged into sites when I'd closed the browser the previous night. It's no longer doing that.
So I wonder is anybody experiencing the same problem and have they managed to solve it?
not a lot of time to report these days (check PBEM12 for details unless you are the Archduke, Emperor K, Rowain, or Japper, in which case live in mystery for now), but I hope things will calm down within a month or so
Haven't found a humorous photo to serve as the splash screen yet, but I am open to suggestions
In an earlier post I mentioned creating a new thread for the Alien Crossfire AI improvement mod I've been developing, so here it is. Thinker mod features:
* New production AI for bases
* Improved terraforming AI (lots of condenser-farms, boreholes and forests)
* AI builds more crawlers and deploys them better
* AI will deploy colony pods much sooner instead of wandering on the map
* Customizable options for free formers and satellites for AI factions
* Does not affect player-run factions or game mechanics
Base production AI features:
* Rewritten from scratch to allow bigger modifications
* Builds military units based on the perceived threat from the other factions
* When there are no threats, builds a lot of facilities and formers
* Tries to avoid running out of minerals because of unit overbuilding
* Produces and redesigns most kinds of military units
* Can build satellites, pressure domes, and relocate HQ situationally
All the latest releases will be available there. The most recent one fixes most of the usual problems with the AI, but new features are still in development.
I started playing Civ 5 in September 2014, and it quickly became my favorite game, even though I mostly played singleplayer. I started playing Civ 6 in November 2016, soon after release. It was disappointing at first, but I started to love it too. I've loved reading the PBEMs, and I'm super excited to finally play one of my own!
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