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Old Jun 21, 2007, 07:17 AM   #41
Vulcans
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Quote:
Originally Posted by wilboman View Post
I'm SO never playing against you in MP

"WTF, where is my capital?"

LOL
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Old Jun 21, 2007, 09:47 AM   #42
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Originally Posted by Vulcans View Post
Or if you are using graft flesh, then maybe you could graft 9 Tsunami comando mages with hidden nationality shadows.

Giving 9 tsunami, comando, invisible, hidden nationality, flesh golems.
They won't be invisible. Promotions are carried over but the invisibility of shadows is not a promotion.
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Old Jun 21, 2007, 11:06 AM   #43
Gabriel21
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Twincast

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Originally Posted by xAlephx View Post
You have to have the hero promotion to get twincast. Archmages aren't heroes. They can pick up enchantment three for spellstaves, but they can't twincast.

I believe the Malakim summoner hero can pick it up, though.
Thank you, it now is quite clear for me. I'll try. But summoning twice is by far not so effective.
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Old Jun 21, 2007, 11:19 AM   #44
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Thank you, it now is quite clear for me. I'll try. But summoning twice is by far not so effective.
I think he has Law and Fire, doesn't he? Twin Hosts aren't bad, since they'll stay around every round as long as they win combats. I'll admit it's no twin meteor, but there's a reason why that spell is hard to twincast.
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Old Jun 21, 2007, 01:08 PM   #45
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Not as the Grigori it's not :P
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Old Jun 21, 2007, 04:11 PM   #46
xAlephx
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Didn't say it was impossible, just hard (and it can still be hard for the Grigori - given how a Philosophical culture is encouraged to avoid specialists to max adventurers). Still, for what the Grigori give up, it's a fair compensation.

I'm still a little more scared of heroic Shadows, but maybe that's just me.
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Old Jun 25, 2007, 05:33 AM   #47
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I believe that code is in the Python in 0.21. And remember, they didn't have the Upper limit on damage in 0.21.
Yeah I found them in the custom functions. Although it's only a +25% with combat 5, I don't think a +5% is worth a level in a school of magic, especially with the upper limit damage that you mentioned.
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Old Jun 25, 2007, 05:41 AM   #48
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Originally Posted by Vulcans View Post
Hmm, maybe as defence you could destroy your own roads to stop commando
You can't pillage you own roads, so that you can't stop the commando promotion (in Civ Vanilla it's pretty hard to get to the commando promotion).
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Old Jun 25, 2007, 10:09 AM   #49
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Originally Posted by xAlephx View Post
I think he has Law and Fire, doesn't he? Twin Hosts aren't bad, since they'll stay around every round as long as they win combats. I'll admit it's no twin meteor, but there's a reason why that spell is hard to twincast.
Thank you. It's Chalid Astrakein o.s.
Yes, it is Fire III (Fire Elemental). Meteor would be much better.
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Old Jun 25, 2007, 10:11 AM   #50
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Yeah I found them in the custom functions. Although it's only a +25% with combat 5, I don't think a +5% is worth a level in a school of magic, especially with the upper limit damage that you mentioned.
I fully agree with you. The more spell types the better.
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Old Jun 25, 2007, 10:15 AM   #51
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Empower V Fireballs, Meteors, and Nightmares ftw!
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Old Jun 26, 2007, 07:02 AM   #52
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I suggest that the highest level summons of each mana sphere should be set up with a mana affinity greater than one, to make mana specialisation more tempting.

If, for example, someone chooses three fire mana rather than a mix of three types, there should be some reward for gearing your whole civilsation that way, and strong summons sound reasonable to me. The benefits would only materialise in the later game when all civs are likely to also have a superweapon of some kind, and if players were sometimes tempted in this direction then opponents would have to consider the magic resistant / anti-summmon related promotions more than now, which I suspect would add to variety of gameplay.
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