I will cite this whenever I am trying to get people to join the "Don't develop WMDs" bandwagonangelfromanotherpin wrote:I'm not going to win this game. I may not win this war. Still...
I will always have this.
So since Dom 3 is being discussed
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CBM 1.8 was released today. Mostly seems to make a shitload of magic items easier to forge, but no effects on boosters or the most common and effective thug gear. Gift of reason is barred from working on undead, because tarts shouldn't be an option at all. It also added a bunch of national spells to ermor, marverni, tir na nog, man, machaka, eriu, and agartha. Strange part was to add ap magic ice damage to caelum ice weapons, and to power up glaives and golden spears. Giants also got a small nerf.
I think it was out so fast because the community didn't really like the previous version, and because he had to nerf tartarians ASAP, wouldn't want anyone summoning those ever again.
I think it was out so fast because the community didn't really like the previous version, and because he had to nerf tartarians ASAP, wouldn't want anyone summoning those ever again.
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Username17
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My turn is in.
CBM is still flailing wildly. I think the boost to ice weapons is because he's offended that people mostly use Caelum archers because High Seraph raiding parties dump thunderstrikes on enemies and don't really want melee units there at all - they'll just get into melee and get snuffed by thunderstrike backlash and make the low hit point seraphs route. The purpose of Caelian Infantry is as a counter to shades or spring hawks or other ethereal creatures that would otherwise rampage through your archer brigades.
Basically, QM doesn't think two or three levels deep while making adjustments, so they are all super random.
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CBM is still flailing wildly. I think the boost to ice weapons is because he's offended that people mostly use Caelum archers because High Seraph raiding parties dump thunderstrikes on enemies and don't really want melee units there at all - they'll just get into melee and get snuffed by thunderstrike backlash and make the low hit point seraphs route. The purpose of Caelian Infantry is as a counter to shades or spring hawks or other ethereal creatures that would otherwise rampage through your archer brigades.
Basically, QM doesn't think two or three levels deep while making adjustments, so they are all super random.
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I don't understand why he doesn't lower their base encumbrance if he is worried about no one using them. Caelians can't stand in melee for a long time, the fix to that is not to make them better at flying in and killing hard targets. I still wouldn't get iceclad with this, I would get whatever the cheapest and lightest armored infantry is and mix it with spring hawks on hold and attack archers or rearmost.
I just don't know what the fuck is accomplished by adding damage to a broadsword, or adding false fetters to the weapon of some of the tuatha infantry. I would recruit those because they are stealthy medium infantry with glamour, which is super nice for killing PD but isn't really cost effective in a stand up fight. I don't know why they gotta be able to shank giants super good.
I just don't know what the fuck is accomplished by adding damage to a broadsword, or adding false fetters to the weapon of some of the tuatha infantry. I would recruit those because they are stealthy medium infantry with glamour, which is super nice for killing PD but isn't really cost effective in a stand up fight. I don't know why they gotta be able to shank giants super good.
I'm long past thinking that CBM would make any sense.
I mean, Air is a harsh mistress. She doesn't give you a lot, but what she gives is super awesome and they don't seem to understand that as an Air power your goal is not to fight people with troops.
Your job is to toss out Lightning Bolts and Mistform thugs by Turn 10, and to have a guy with Flight and Air Shield on Attack Archer diverting enemy archer squads and causing them to murder themselves.
For some reason, the CBM writer can't seem to understand that there are different niche tactics for each nation.
Of course, they also think that some things are more powerful than they really are. Tartarians, for example, are not nearly as good as those guys think they are. I mean, they are a Path 9 summon. At that level, your enemies should have other Path 9s and be sending SCs to hell with no MR check, sending endless phantasmal warriors onto the field, destroying whole sections of battlefield, or just killing them outright with a few spells.
I mean, have you seen what even a simple effect like Numbness can do to SCs?
I mean, Air is a harsh mistress. She doesn't give you a lot, but what she gives is super awesome and they don't seem to understand that as an Air power your goal is not to fight people with troops.
Your job is to toss out Lightning Bolts and Mistform thugs by Turn 10, and to have a guy with Flight and Air Shield on Attack Archer diverting enemy archer squads and causing them to murder themselves.
For some reason, the CBM writer can't seem to understand that there are different niche tactics for each nation.
Of course, they also think that some things are more powerful than they really are. Tartarians, for example, are not nearly as good as those guys think they are. I mean, they are a Path 9 summon. At that level, your enemies should have other Path 9s and be sending SCs to hell with no MR check, sending endless phantasmal warriors onto the field, destroying whole sections of battlefield, or just killing them outright with a few spells.
I mean, have you seen what even a simple effect like Numbness can do to SCs?
Last edited by K on Mon Feb 07, 2011 8:45 am, edited 3 times in total.
Turn Sent yesterday btw.
Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.
You know, if at any previous point you asked me for an ordered list of who would get Tarts, Vanhiem wouldn't even be on it.
I guess that makes my planning a bit simpler for next turn, though.
I guess that makes my planning a bit simpler for next turn, though.
Last edited by name_here on Tue Feb 08, 2011 7:16 pm, edited 1 time in total.
We'll find out next turn, but I'm pretty sure we've got fewer units around than the last time people did recruitment.
DSMatticus wrote:It's not just that everything you say is stupid, but that they are Gordian knots of stupid that leave me completely bewildered as to where to even begin. After hearing you speak Alexander the Great would stab you and triumphantly declare the puzzle solved.
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Username17
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That was fast. I left the house and the new turn wasn't out yet, I came back and I'm the only one who hasn't finished. Anyway. Turn in.
One thing that happens is that if you don't have a unit on a mission other than Guard Commander in a commander's retinue, their freespawn command goes into a general pool for the province. And only one such actually gets processed. That is, if you have two werewolves on Summon Allies and they both have at least one wolf in a squad under their command, they each get 3 wolves. If neither has any units under their command, the province gets 3 wolves. So you only get 3 wolves total instead of 6.
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Definitely not. Ermor and I aren't up to our previous heights.K wrote:Mmmm, I wonder if we've hit the unit limit. My freespawners aren't... you know.... freespawning.
One thing that happens is that if you don't have a unit on a mission other than Guard Commander in a commander's retinue, their freespawn command goes into a general pool for the province. And only one such actually gets processed. That is, if you have two werewolves on Summon Allies and they both have at least one wolf in a squad under their command, they each get 3 wolves. If neither has any units under their command, the province gets 3 wolves. So you only get 3 wolves total instead of 6.
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