Bandar

Alright, so Agartha sneak-attacked R’lyeh. It seems like he’s going for some kind of superaggressive bid for the rest of the land, so get him if you can, guys.

ANDROPHAG

Is this game still going? I haven’t noticed Agartha moving at all for the past few turns. Have we all throw in the towel(s)?

VERY busy turn.

Hasslmaster is making his play for power!

Odd thing though. I recast my Well of Misery with all the hundreds of death gems I’d built up as surplus. I thought the sequence was, if the global already exists, the new casting gets matched against that one and either replaces it or not? Instead what seems to have happened is that I overwrote one of the two that went away, the Pyre overwrote the other one, and then my old well disappeared leaving a blank slot. That seems buggy.

Oh sorry, I thought the game had been declared over - I’ve just been a bit too busy to make a victory speech.

If you fancy carrying on I’m game though, as long as you haven’t taken all my provinces while I’ve been away.

No no, I thought that might have been the issue. It’s been like a ghost town in there, with me taking like three turns by myself…

All hail our pale masters! Well done, Mercutio. Thou hast made worms’ meat of me.

Well, you have knocked out my astral global spell, thanks a bunch. >;( Which is strange, since your Well was already in place when you casted it again. So I agree, it seems to be a bug. This is 2nd time I was hit with a nasty bug in this game (the first one having to fight 400 zombies as a result of my own spell). Must be my Misfortune 3. ;(

As for Giant’s GOH - that was my doing. I was finally able to dispel it, on my 2nd try. It turned out that 4 feet of cold steel in the guts of the Wolf God is an excellent way to dispel his enchantments. >;)

EDIT: Actually I think I’ve figured our recent globals out, it may not be a bug after all. Hasslmaster’s Pyre has knocked out your Well. Than you knocked out my Astral spell with your 2nd casting of the Well due to all these extra death gems you’ve poured into it(since at that time all 5 global slots were taken). Than I knocked out Giants’ GOH during the battle.

Anyway, I was left holding the bucket. So I am going to put my astral spell back, and this time it will stay there. >;)

Astral Corruption kills any mage casting any Ritual that’s not led by blood - not just containing blood. The chance of being attacked is related to how powerful the ritual or spell is. So making a Sanguine Dousing Rod is safe. Making a Demon Whip, which has blood but starts with Fire gems, is not.

For ex., i ran about 10 turns into an Astral Corruption game. Making a 3d Horror Helmet (15 gems) got my Blood Angel attacked by a Eater of Gods. OTOH, about 2 of my 4 ritual casting mages were attacked and killed by lesser horrors, with the other two still alive. These guys are casting 2 gem rituals.

What it means in practice is that it’s the “ultimate” spell you cast in the game. I believe you actually lose the ritual cast, and maybe the item being forged, if the caster is killed by a horror on the turn after it was cast. If i’m right, this means that it’s all but undispellable if you pour alot of blood into it (300+) because no one will have the 200+ astral gems to overwrite it, and survive the inevitable UberHorror that subsequently attacks the Dispel caster.

In theory it COULD be actually a positive in rare circumstances where you have a high level death caster nation threatening Darkeness, Burdon of Time, ect, since it would keep these really bad spells from being cast.

[edit: for post 10 hour drive misspellings.]

Eep. That sounds a lot better than what I thought it was.

Except that I’ve gone and made my vampire nation all ultra-dependent on death magic. Bah.

What bug? As you said yourself in your second paragraph, you cancelled a global enchantment by killing the god of Utgard. This perfectly explains why there are only four slots occupied by enchantments. It’s simply a matter of sequence: The game executed the enchantments first, so they replaced existing enchantments (i.e. probably your astral pearl spell), and after that Utgard’s god died, leaving behind an empty enchantment slot. I’m totally sure Rollory’s Well of Misery did exactly what it was supposed to do: Replace the old Well of Misery without interfering with other globals.

Yes, I’ve figured out that there is no bug after I finished typing my post. Read the second part of my port, the “Edit” section. ;)

As for whose enchantment knocked mine - after reviewing the message log, I found out that you are right. Your enchantment was casted the last, so it was yours that overwrote mine. For some reason I thought your new global was the 1st one, before Ulm’s Well Of Misery.

Remind me to only play this game against fellow amateurs in the future.

heh, well i (Caelum) have just been domed in Hoplite, so i’d like to thank everyone fer the game and congratulate Niefelheim (Olaf) and Abyssia (LokeUtgaard) for screwing me pooch. Look forward to the next one - hopefully entitled Ama Teur

evil

Well, if another game starts up I’d like to get in on it. I finally broke down and ordered the thing about two weeks ago. Having some fun with single player, but haven’t found a group to do multiplayer with yet.

I need someone to take over Vanheim in the Shirley game. Work is keeping me from playing properly, and this won’t be changing anytime soon.

Vanheim is in a pretty nice position so far: They have an easy to defend island, a big war chest (thanks to staling turns) and a solid beachhead on the main continent. I have also prepared some nasty tricks that I never really got to use yet.

Drop me an email or a PM if interested.

Where’s the problem Jason? I thought you were wiping the floor with my ass just fine last time.

does anybody know why bommerlunder is only crawling with activity? The last turn was two weeks ago or so… If it isnt getting better i will go ai as it is no fun to rethink my strategies every time i play as i forgot my old ones allready…

You make it sound so, ahhh, sneaky.

Its not like we had a treaty or anything.

Note to self: Storming a fort while all 100 troops are still ordered to “guard commander” does not work well.

Oops…

[edit] Bah - another look a the turn reveals it was closer to 300 troops lost.

I can just imagine the scene:

[i]Da boss sez “storm the fort, but be sure to do nothing but stand outside the gates”, right?

Yeah - Cap’n says its da stupidist order he ever seen, but he sez it comes straight from da Big Brain in da Sky, so he sez we gotta do whaddeva da BBidS sez.[/i]

Boy, if I’d known killing 1700 undead was THAT easy, I would’ve started this fight back when Nick was being an ass about ignoring warnings.

I don’t even think the counts with their Wither Bones made that big of an impact. It was the infantry that just held the line and never routed and just slowly whittled them all down.

An ass? Easy with the name calling there pal. There’s hardly an infinite supply of people to dom3 with, so I find that a little respect for your fellow players is a good investment if one wants be invited to future games.

But as to your point about undead fodder, yes that are fairly worthless anymore. They rout easier than they used to, priests blow them up easier than they used to, and everyone else has more conventional troops with the dom3 gold boosts so undead Ermor is a now a subpar nation in my opinion.