01-06-2015, 03:27 PM
I do like that the Big Dwarf stays at the encounter and it does not just switch around.
#300 - Experimental
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01-06-2015, 03:27 PM
I do like that the Big Dwarf stays at the encounter and it does not just switch around.
01-09-2015, 11:08 AM
UncleMike just a note the order checker is flagging my p7 as not being high enough level to cast 871 even though it is on my level 7 spell list. I am issuing the order anyway just FYI.
01-09-2015, 12:27 PM
(01-09-2015, 11:08 AM)Jumpingfist Wrote: UncleMike just a note the order checker is flagging my p7 as not being high enough level to cast 871 even though it is on my level 7 spell list. I am issuing the order anyway just FYI. Yeah I know but that's not a bug. The problem is that the order checker has to be backward compatible with all other games and spell 871 (lich form) is new and only valid for game 300+. The same goes for the other new spells: 97 Cry of the Banshee 112 Ice Torrent 113 Acid Rain 114 Prismatic Rays 115 Disintegrate 866 Summon Woodland Creatures (Druid only) 871 Lich form Though I was able to add these new orders/spells to some of the order checker's kingdom setups (only new kingdom types like Druid, Halfling, Westmen, ...etc.) in game 300 since those kingdoms are not supported yet in the older software but for all other kingdoms, the order checker will display an error. But don't worry, the new game engine will handle these new orders/spells correctly so feel free to use them ![]()
01-09-2015, 01:56 PM
Mike
Is there anywhere we can download a description of these new spells. Mad
I am the greatest swordsman that ever lived. Say, um, can I have some of that water?
01-09-2015, 03:45 PM
01-09-2015, 05:01 PM
Turn 12 sent out on time. Turn 13 is due Tuesday.
Some news, this is the first time ever that a Lich exists in the realm...
01-09-2015, 05:44 PM
(This post was last modified: 01-09-2015, 05:45 PM by Jumpingfist.)
ouch sorry Ry Vor that sounds painful
Powerful dark magic swirled around the wizard Ry Vor ripping flesh from bone, causing decay where there was none, and after an unimaginable scream of anguish, red glowing eyes pierced through the darkness: the wizard is now a lich! a few notes I saw from my turn -completing the an encounter with a group does not add or lower moral. this is not the case in the standard game -recovering the key gave me the location of the quest artifact vs the artifact name (#) question: are all extreme encouters quest artifacts? so finding an extreme best to just go in and get the name or location of the key rather than full bore to get the artifact?
01-09-2015, 08:02 PM
I was looking at the navy improvements, do all the bonuses stack or does the highest bonus or latest added take prescience?
01-09-2015, 10:14 PM
01-11-2015, 03:16 PM
I've reformatted the group vs group battle report a bit for clarity and it looks better now than just a single paragraph of text. I haven't had a chance yet to reformat the group vs pc, unusual encounter, or sea battle reports but the below will display for all group vs group battles starting with turn 13. I still need to add some flavor text during each phase of the battle but that won't be added until later.
Reports of our Military engagements: Battle between the 1st Centaur full army and the 1st Urik army group in the Plains of area JS: Centaur Urik Commanders Marshal II Coronet General II Snubnose Marshal Mr. Ed General Dirty Face Captain I Withers Captain I Short Legs Wizards Power-1 Gelding Power-4 Gruf Power-1 Foal Power-1 Idiot Brigades 3 Kingdom 7 Kingdom 7 Veteran 0 Veteran 0 Recruit 4 Recruit Infantry 6,400 Light 8,200 Light 6,200 Medium 8,800 Medium 0 Heavy 2,100 Heavy 600 Guard 0 Guard Cavalry 200 Light 0 Light 200 Medium 1,800 Medium 1,100 Heavy 700 Heavy 700 Elite 0 Elite Archers 0 Skirmishers 0 Skirmishers 2,200 Bowmen 1,800 Bowmen 1,200 Expert 0 Expert 600 Horse 0 Horse Combat Factors Grand Leaders Superior Leaders High Morale Minor Attrition Tactical Selection Probing Attack Surprised Just before dawn the Centaur full army advanced upon the Urik army group commanded by General Snubnose. Being surprised by the sudden onset of battle, the defender's leaders were unorganized in issuing orders and the troops were greatly demoralized that diminished their defensive capabilities. Knowing that their ruler had declared the Urik to be hostile to their nation, the Centaur troops were noticably energized and had their morale raised as they prepared to meet their declared enemy! Due to the fact that their nation has made the Centaur known as hostile to their kingdom, the Urik troops were invigorated and had their morale raised as they prepared to meet their declared enemy! As the most important group of their people, the fighters are visibly bolstered by the presence of the first Centaur banner! As the most significant group of their history, the troops are visibly emboldened by being under the first Urik colors! - Archers - As the attackers advanced through the plains the first missiles sang out. The Centaur skilled archers inflicted minor damage to their opponents lines. The Urik skilled archers inflicted little or no damage to their opponents lines. - Magic - The Centaur wizards Gelding and Foal dismounted past the defensive misslers on the battlefield. The Centaur Power-1 Wizard Gelding threw back his hood and gestured in an animated fashion. He then created a powerful warding, which would protect the heroes and wizards of his force from the black magics of any opposing spellcasters. The Centaur Foal (Power-1) was not a factor in the battle. The Urik wizards Gruf and Idiot dismounted past the defensive misslers on the battlefield. The Urik Power-4 wizard Gruf cast a series of minor assaults: some lighting, fire, and sonic blasts which disrupted the opposing troops. The Urik Power-4 wizard Gruf glowered intently and issued indecipherable utterances. A faintly visible blue shimmering began to surround the troops and noticeably lessened the effectiveness of the arrows of the defenders. The Urik Power-1 Wizard Idiot threw back his hood and gestured in an animated fashion. He then created a powerful warding, which would protect the heroes and wizards of his force from the black magics of any opposing spellcasters. The Centaur enlightened mages dealt out little or no damage to their foes as the Urik emphatic mages caused little or no losses to the Centaur ranks. - Cavalry - Bolting ahead to meet the cavalry of their foes were the Centaur force and the Urik cavalry. The Centaur cavalry dealt out considerable damage to the Urik lines. As the Urik cavalry imposed little or no damage to the Centaur ranks. - Infantry - Stalwart infantry now charged ahead. Centaur forces inflicted minor damage while Urik troops dealt average damage. - Conclusion - Both commanders felt losses to their troops had exceeded acceptable levels, and each withdrew their forces from the field. The Centaur leaders did a remarkable job in exiting the field with minimal additional casualties. Being surprised by the battle, the defenders suffered greater losses during their withdrawal. The Urik leaders did a remarkable job in exiting the field with minimal additional casualties. Centuar casualties were put at 9,982 troops. Centaur leader Captain I Withers was slain in battle. A new leader, Captain Barterton has emerged as a courageous leader of much promise. All the Centaur wizards survived the fray. The indisputable nature of the Centaur force's victory has greatly increased morale. Urik casualties were put at 16,256 troops. All Urik leaders survived the battle. All the Urik wizards survived the fray. Losses suffered in the effort and depression of defeat have greatly reduced the Urik morale. Note: There's a combined phase that didn't show due to the battle ending before that phase... |
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