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You're most welcome DaveV
It looks like our racial preferences are quite alike. I do think dwarves start out faster than halflings, the gold/production/mineral bonuses are really, really good. Nomads are all about pathfinding and 2-move armies, from a pure strength perspective they're a bit weaker than the other options. Still, rangers do the job and are rather nice against enemy wizards. And horsebowmen + pikemen tide you over until rangers are available. Depending on how important pathfinding is to me, I do sometimes find myself preferring nomads. You often have to rely on getting Shuri or Marcus with other races, otherwise you're just too slow on the overland map.
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We seem to have 4 players now (myself, DaveV, VM, Myrrorball), so let's find a game setup we can all agree on. I'll get the ball rolling with this one:
Difficulty: Impossible
Land mass: Small (to see how well kyrub's AI holds up)
Opponents: Four
Magic: Normal
Wizard #1
Warlord + Archmage + Alchemy + 7x Life, Halflings
Wizard #2
Alchemy + Node Mastery + Chaos Mastery + Archmage + 4x Chaos + 1x Nature + 1x Sorcery, Nomads
Objective:
Not being smashed against the wall
Fastest possible victory
Restrictions:
- May only issue a single buy command for each production item (limited ladder buying)
- No exploration with Magic Spirit
- Not allowed to attack enemy outposts, must wait until they're size 1
Turn structure:
12 turns per player (one whole year)
Each player has 24h to claim the save after the previous player has reported, after that any other player can claim it
Each player has 72h to play and report, after that any other player can claim the save unless the player has posted that he's well underway and will finish up soonish
I'm hoping the turn structure will let us not stress out so much while still progressing at a decent pace. If the game lasts around 20 years it would take 2-3 months to complete it.
None of this is set in stone, so please weigh in! And if anyone else wants to play we can certainly use more players, anyone is welcome regardless of skill level.
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Ill be offline next week, so if I go 4th, that be good.
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We probably won't start until the middle of next week at the earliest anyway, so no worries.
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VM Wrote:Ill be offline next week, so if I go 4th, that be good.
Me, too. I'm leaving for vacation tomorrow (July 16th), and won't be able to play until the 25th.
I'll vote for wizard #1. Although you didn't state it in your conditions, I assume we're playing with no reloads?
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Yes, absolutely no reloads!
...unless something truly horrible and game wrecking happens, such as your favourite hero with all your cool gear gets taken out by a fluke Crack's Call and you feel you can't go on living.
j/k
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Good luck with this SG! I will be following with interest. It has been a while since I played and I was never good enough to beat the top difficulty, so hopefully I will learn some things.
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I'll start a game with the above setup once Myrrorball has confirmed that he's good to go.
Roster
Catwalk
Myrrorball
DaveV
VM
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Catwalk Wrote:I'll start a game with the above setup once Myrrorball has confirmed that he's good to go.
If you're playing the life wizard, I strongly advocate running 100% mana (including alchemizing all of your gold), until you have Just Cause up and running, followed by two slingers with Heroism and Endurance. Those two units should be able to take out many lairs, some nodes, and all neutral towns. This is assuming the game doesn't start us on some 5-square rock, in which case a boat will be needed right away (and we're probably hosed).
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