Phoenix Pyre went off SIX times!!???
Maybe I’m just too used to having water or death magic. My last 5 games I’ve played Atlantis, Pythium, Ermor, Ermor, and Caelum so anti SC measures were readily available. Frozen heart + Quickness is a great SC killer.
Unless they are cold immune… any good SC truly worth his salt is elemental immune ;)
Air queens start out that way, so it’s certainly not the helmet.
Hordes from Hell seems ultra-cheap to me, although its suitably difficult to cast (B4).
Are you removing all strategic options from the game? Hordes from hell can be countered by 10-11 points of province defense.
That doesn’t stop frozen heart. If I recall correctly, frozen heart is like some of the earth magics, just straight armor piercing damage as opposed to a resistable elemental damage type.
You don’t recall correctly. It will be cast on cold-immune troops if there are no suitable targets, but won’t actually damage them. Note that Ghouls are not cold-immune, which is where I think a lot of the confusion comes from.
That ice devil must have saved against being paralyzed at least 20 times :evil: . I should really find out exactly how the magic resistance works.
Ah well, at least I’ve just hit construction 6 and can start churning out spell foci and starshine skullcaps :) .
Not that It’ll do me any good in the long run, but at least I can make a good showing of myself. I think the problem with this test of the mod is that the map is far too large and too rich, allowing for massive research levels and negating the fact that more gems are needed to do things.
I thought Cloud Trapeze only worked for the caster. Does it move the caster’s troops as well? :?
[quote=“GuildBoss”]
I thought Cloud Trapeze only worked for the caster. Does it move the caster’s troops as well? :?[/quote]
Caster only.
I wish there were more long-range caster + army movement spells and less long-range caster movement only spells.
I thought Cloud Trapeze only worked for the caster. Does it move the caster’s troops as well? :?[/quote]
Caster only.
I wish there were more long-range caster + army movement spells and less long-range caster movement only spells.[/quote]
It also seems like long-range caster movement resolves before long-range attack spells do. I tried dropping 4 Ghost Riders on a Tartarian Titan w/Boots of the Planes but she seemed to teleport before the GR’s landed. This makes it almost impossible to stop her rampaging in my lands without lucking out and anticipating her next move…the biatch! :evil:
I agree with you Nick. Tartarians with the correct paths are just better. But Air Queens are lower on the tech list. And Air Queens do have the nice bonus of having very high defence.
For me it has totally worked out that way except for this last war. I have had a ton of wars this game ( basically fighting since turn 25 ) and they have been about armies smashing around. Even this war should be about armies smashing around.
It’s clearly just about the best SC possible to make. The combination of Hotep + AQ goodness + Ember is very, very powerful.
It was damn funny! What a great battle to watch! He totally outguessed me though I was very lucky to do any damage ( well to be fair I was also unlucky to fail on the 4th roll, but them’s the breaks ).
You are oversimplifying. It totally depends upon the PD. Ulm PD for example does quite well against hordes. Pythium/C’tis or any low prot PD gets evicerated. There is no defence.
I did not count how many he resisted but if it was 20 that was just about how many he should have at 20 MR!
-10+: 96.554%
The AD OTOH … oh he had 20 MR as well. He should have saved more. But sometimes I get unlucky. I have this sneaking suspicion that the RNG hates me.
[quote=“GuildBoss”]
I thought Cloud Trapeze only worked for the caster. Does it move the caster’s troops as well? :?[/quote]
He sent 7 casters after him! Amazing!
Actually it’s
Resolve all rituals.
Resolve all ritual battles I think.
[quote=“Huzurdaddi”]
Actually it’s
Resolve all rituals.
Resolve all ritual battles I think.[/quote]
I tried dropping Ghost Riders on a Tartarian Titan with Boots of the Planes but she teleported before the GR arrived. So either teleport goes before global attack spells or it’s random and I had a poor roll.
[quote=“GuildBoss”]
[quote=Huzurdaddi]
Actually it’s
Resolve all rituals.
Resolve all ritual battles I think.[/quote]
I tried dropping Ghost Riders on a Tartarian Titan with Boots of the Planes but she teleported before the GR arrived. So either teleport goes before global attack spells or it’s random and I had a poor roll.[/quote]
Right that’s how it should work. You both cast a ritual so they were resolved in random order ( let’s say Ghost Rider’s went 1st and THEN she teleported) after that and resultant battles were resolved ( probably you against the PD since the Tartarian was gone ).
The only exceptions to this are ( I think ) ritual damage spells are resolved immediatly as are rital assassination spells ( earth attack, manifestation, can’t think of any others ). Although neither types of spells are going to do much to a tartarian.
I’m not sure but I think you may have to have a lab to use boots of the planes if this is true the next time the tartarian lands somwhere were you know there is no lab give it a working over.
[quote=“GuildBoss”]
[quote=Huzurdaddi]
Actually it’s
Resolve all rituals.
Resolve all ritual battles I think.[/quote]
I tried dropping Ghost Riders on a Tartarian Titan with Boots of the Planes but she teleported before the GR arrived. So either teleport goes before global attack spells or it’s random and I had a poor roll.[/quote]
That’s the way it should work, I think. The rituals get resolved: ghost riders and teleport in random order and THEN the battles get resolved ( exception: assassination, I think ).
This is not my experience, quite. I agree that imps are pretty sucky, but 25 Imps + a commander Devil for 30 Blood, and remote cast to boot seems like a huge discount on the cost of the units.
The B4 casting requirement seems suitably hard, but the cost is just not in line. Compare it to call of the wild, or call of the winds.
It just needs to be a tad more expensive (40-50 blood maybe?) to make it less of a optimal choice.
Rainbow (Machaka) - I’m about ready to concede to Ermor unless Atlantis and Arco want to continue.
FaerunTest (Pangaea) - Just delaying impending doom in the form of Ctis, Marignon, or Atlantis but still having some fun battles with Ermor. I think he may be getting the upper hand soon now that he’s got some decent thugs in his Wraiths. I can annihilate hordes of undead with my oodles of Dryads and Centaur Heirophants but I’m afraid I might not be able to kill his thugs…
Worldwar (Pangaea) - Hey Caelum you want your Pazuzu back? He’s stinking up the joint! His auto-disease killed over 2000 innocent woodland civies in the Siberian Highlands last turn. :evil:
Hmm, that’s it? Whew, down to three games!
Hmm, I’ll have to check that. I don’t think it’s true because she’s been bopping around every turn and I don’t recall seeing Labs in all of the target provinces.
Only the devil commander is a threat. The imps are only good for taking completely undefended provinces, or for sieging castles.
The B4 casting requirement seems suitably hard, but the cost is just not in line. Compare it to call of the wild, or call of the winds.
It has a tiny bit more combat potential than those spells, but not enough to make it significantly more expensive. Both call of the wild and of the wind are hideously overpriced though, so that’s not a reason to make horde from hell more expensive.
It just needs to be a tad more expensive (40-50 blood maybe?) to make it less of a optimal choice.
It isn’t an optimal choice. You’d be better off in the long run to not throw those slaves away and instead spend them on vampires, soul contracts, or just about anything else.
I agree with you that call of the wild and call of winds may be overpriced for the units you get, but what you are actually paying for is the ability to drop those remote spells anywhere you like.
You may feel that Hordes from Hell is not “worth it” but I would say off hand that it’s probably the best remote cast spell in the book, and the most cost-efficient to boot. if you weren’t going to use it anyway, I suppose you wont mind that much if it’s more expensive ;)
I know for sure I would still use it at 50 blood.
regarding horde from hell: it is a very nice spell, but not in the league of ghostriders. One casting of ghostriders counters two hordes from hell.
Let´s look what you get: 1 devil (worth 7blood), 25 imps . The question now is, how you price those imps, the GoR on the devil and the remote landing effect.
If there was a ritual spell, that gets you 20 imps for 20 blood, I surely wouldn´t cast it, I´d say those imps are worth 15 blood. The remote casting effect is great, I´d say worth 10-15 blood, because it forces opponents to castle up.
The GoR effect is only marginally useful. If you want to equip the devil, you can´t cast him into a remote province, lets say 2 blood.
So that would make horde from hell worth 35-40 blood and that should be the price.
Call of the wild is definitely overpriced, I´d reduce the price to 10 gems,
Call of the winds is pretty cheap at 5 gems for a pretty decent sieging force.