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Game is started, use this thread I guess.

I also added a little expansion to the teleporter-prison areas. Let me know if there are still some empty dungeons, there may be more than the 120 items I made.
Got a really nice sword.

TS
Southern if you want to change I'm good with the orcs too.
Post edited November 01, 2019 by Arnuz
Lizards, Day 1

Man, I hope I can get a sword that silly. And so lightly guarded, too. Good grief.

Also, I've got 4 fire spheres on a water/mountain map so far. I'm of an acceptable alignment for Fire Sprites, but I STILL can't use them because of terrain. One day, maybe...

TS

Southern: Map needs a description still. Also, did you manually plant the items, or let them get scattered automatically?
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Bookwyrm627: Southern: Map needs a description still. Also, did you manually plant the items, or let them get scattered automatically?
Automatically.
Orcs, Turn 1
Sent.

OOC: Incidentally, the reason the first town starts under player ownership now is for the sake of people who download the map at heavengames and want to play with AI.
TS
TS
Lizards, Day 2

The leader of the lizardmen was amazingly incompetent. He only managed to deal 1 damage to a 2hp archer, and a musketman and a pikeman managed to kill him off.

TS and FML
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Bookwyrm627: Lizards, Day 2

The leader of the lizardmen was amazingly incompetent. He only managed to deal 1 damage to a 2hp archer, and a musketman and a pikeman managed to kill him off.

TS and FML
Oh come on. replay it! Map already has too few players, have to admit, for its size (probably). Especially since it's just an indie fight.
Post edited November 04, 2019 by southern
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Bookwyrm627: Lizards, Day 2

The leader of the lizardmen was amazingly incompetent. He only managed to deal 1 damage to a 2hp archer, and a musketman and a pikeman managed to kill him off.

TS and FML
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southern: Oh come on. replay it! Map already has too few players, have to admit, for its size (probably). Especially since it's just an indie fight.
You don't understand how hilariously bad that dungeon crawl went.

I manage to pull the musket out of the dark without him firing, and I've got my guys hiding behind pillars and around corners to get him to move one more time into a firing line for my archer; gotta farm that exp for my leader, etc. Except this guy puts a bullet in my leader's face, past a corner, for the full five damage. Then I'm faced with how to weaken him so my leader can get the kill. Trying to manipulate the angles is probably going to get me shot again, the archer is still behind a pillar and can't help, which means I either have to hope my leader can roll high in damage for both hits or hope the cavalry rolls low on damage. Surely the cavalry will miss at least once, right? True to my hunch, the cav gets 3 XP from one round of attacks. Ugh, fine.

Continue around. I manage to pull an archer without him getting any shots off, soften him up with my archer, and watch my leader only put 1 damage on this 2 hp archer. I give the cav a medal rather than eat 4 more damage with my leader's face.

Keep moving. Scouting another room, and I move everyone up, figuring I've seen enough into the dark that anything nearby would have pounced on my cav already. Nope, the pikeman at the back wall, in easy reach of my cav for a turn, was just chilling out. I'm already out of move by the time I spot him, and my cav can't block both routes to my leader. The pike runs up to my leader and takes him out. 5-6 damage from two swings of a 3 damage unit, and GG me.

It was such an epic failure of the dice that I'm not really even mad. Just one of those cases where the game seems to have it in for you.
Lizards, Day 2 Redux

Restart so I'm not just gone before some people get a second turn. Thereunto(?), make sure you use the save that doesn't talk about the idiot lizard being eliminated.

Lost my (uninjured) cavalry when an indy cavalry runs out of the dark and instagibs my guy. I actually expected the cav to off my leader next, but I "got lucky" and was only reduced to 2 hp before he went down. I didn't want a cavalry anyway!

TS
Long live the lizard king!

TS
This seems to be taking a lot more than Swirlmount 1, I wonder if we have back and forths in the time zones?

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southern: OOC: Incidentally, the reason the first town starts under player ownership now is for the sake of people who download the map at heavengames and want to play with AI.
I've noticed a few odd bits:
Surface:
- some undefended structures in the lizard starting area, some more in the lizard/orc south. Missed?
- one of the above is a node, in the lizards' start, I think you gave one to all players but this one can be reached at turn 2-3 as opposed to 5-7
- dungeons so close to the start entice risk-taking too much IMHO - it feels like a necessity as you'd have to commit resources far from the action to explore it later on

Caves:
- undefended drow town at 55:70 but I guess this is intended as it blocks the "free node"
- more teleporters go from south to north than reverse, but there are also a way for the orcs to attack the goblin ( a TP) and for the azrac/lizards the dwarves (harder - the two caves could be accessed by flyers, mountain walkers, or using lower terrain) so I guess this is intended?

Deep:
- different timing in reaching the deep, goblins and dwarves are faster but they need to commit the hero because of no cavalry: intended I guess as their first prisoner is also relatively farther
- goblin deep city undefended
- goblins and orcs need to buy the city before reaching mana nodes, the others can bypass it
- the new giveaway is crazy lol. Flyers can snatch it easily, intended I guess.

I volunteer to fix any of these that aren't intended. I also propose, if everyone agrees, to swap around the order so that we're in TZ order, if my feeling about timing is right, and restart. I mean swap the players within the map so that we keep the same choice.
I'm in west Europe and I play normally late in the evening.