Warhammer Dark Omen Forum

Warhammer Dark Omen => Rules and Standards => Topic started by: lordbraprus on August 24, 2009, 09:26:17 AM



Title: Battle Communication Code
Post by: lordbraprus on August 24, 2009, 09:26:17 AM
Hello. Im Jeronimo. Here I am with a new Idea that has spiritual and practical advantages.
Have you noticed how hard is to type any long sentence during battle? Not only because of retarted chat option, but also because a battle happens quick and there is no time to write a sentence that express your actual feelings.

Spiritual: Fortifies Community Identity. New members will learn the Code to use in every battle.
Im tired of reading over-used expressions like OMG, WTF, LOL or ROFL (even more disgusting), arent you sick of this?
They are used in every game, chatting with anyone, etc. Its time to create OUR OWN Dark Omen Code.

Practical: Increases game organization. Enemy player will understand what you meant with the symbols.
Of course... my main goal. If you read my answer in "How to act in Multiplayer", you will notice im already using expressions of the Code. Its simpler to offer a Draw Game.

Basic Expressions

**  Deployment Phase: The expression is "My regiments are in position". You cant modify them after typing this.
!!  Good surprise: a lot of damage suddenly done. Can be used in a ironic way.
??  Bad surprise: something that shouldnt have happened. Example: Ptolos Shield didnt work, wizard is killed by magic having 3 Dispel Magic ON, Vampire (with his fast movement) is killed by a fanatic goblin... to sum up, all things that make us anger.
$$  Bad surprise: my regiments suddenly start routing as cowards. The expression is "you bought my troops, they run instead of fighthing". Of course you wont type this if the effect was caused by horn of Urgok (we already know its power) or with Ghouls (for being naturally cowards)
--  Finishing Battle: The expression is "Do we Draw?". The other player must answer yes or no, and explain what does he have to make a important damage if says NO.
xx  Battle Finished: The expression is "Bye bye. Nice battle. See you in chat".

These are 6 basic expressions: 3 for organization, 3 for expressing feelings.
Are you eager to be part of this? Now is the time! I call all members to complete our own Code.


Title: Re: Battle Communication Code
Post by: alavet on August 24, 2009, 10:07:27 AM
lol. i actually doesnt think its needable at all. but if you think it is i will understand you then.


xx


Title: Re: Battle Communication Code
Post by: lordbraprus on August 24, 2009, 10:36:37 AM
Hello. Im Jeronimo. Is for the Community :) You typed LOL  >:( 
Has many good advantages. I realized no one thought in this before. Communication is important, you also know that pressing T and writing a sentence there is a hard task. At least consider using the organizations/feelings symbols next battles. I assure you will notice the changes.


Title: Re: Battle Communication Code
Post by: Ghabry on August 24, 2009, 02:13:19 PM
That will be fun to type them on a German Keyboard when using English DO...

I have my own expressions:

"ready"  Deployment Phase: The expression is "My regiments are in position" and I wait until the enemy clicks "start combat"
"nice"  Good surprise: Great turn of the enemy
"hm,no,stupid treeman"  Bad surprise: something that shouldnt have happened.
"gg, cu"  Battle Finished: The expression is "Bye bye. Nice battle. See you in chat".

I removed the draw because I see no sense in it? When I say no to the draw I have to write a text why I said no? That's against the battle code logic ^^.

Oh and I can write fast enough so I have time for longer texts in battle :P


Title: Re: Battle Communication Code
Post by: alavet on August 24, 2009, 02:44:53 PM
Oh and I can write fast enough so I have time for longer texts in battle
pretty much this

and also i dont think that we should force ppl to type "xx" or whatever. its just a matter of every1 choice & manners to type something of it.

you might use Ventrillo/TeamSpeak to communicate with other players when playing. i've tried it few times with tovertut and it works.


Title: Re: Battle Communication Code
Post by: lordbraprus on August 25, 2009, 06:59:38 AM
Hello. Im Jeronimo.

Ghabry, about Draw explanation is obvious, you must have a strong argument to convince the other you still can win... with just "double symbols" you cant justify your will to continue match.
Happens that sometimes players dont want to recognize they are already playing under Draw Game conditions... the other should insist every turn to draw, typing words like "boring - bored"... do you understand?

If you and I have a battle, and in a second something important happens (your Ghouls start chasing my Mercenary Infantry after 2 rounds of combat), I type "$$". Will you understand my feelings or what I meant?

Anyway, if you people think this is not worth at all, just know it because Im gonna employ this Dark Omen Battle Code in future games ;D


Title: Re: Battle Communication Code
Post by: bembelimen on August 25, 2009, 04:42:09 PM
Its time to create OUR OWN Dark Omen Code.
Sounds like a nice idea for me, but I would make it that abstract. I don't think, that someone can imagine something under "$$" or "??", and do I really have to say, that my *regimentname* runs away, when it is clearly visible?

Ghabry, about Draw explanation is obvious, you must have a strong argument to convince the other you still can win... with just "double symbols" you cant justify your will to continue match.
Happens that sometimes players dont want to recognize they are already playing under Draw Game conditions... the other should insist every turn to draw, typing words like "boring - bored"... do you understand?

So if I will type ever 2minutes "--" my opponent have to think a new sentences, why he want continue the game? Or I can force him at the beginning to attack, when I press "--" (cause he has to make a important damage)

Anyway, if you people think this is not worth at all, just know it because Im gonna employ this Dark Omen Battle Code in future games ;D

Nope, feel free to use this "battle code" in each fight, I'm open for new stuff, if you get enforce it, it's ok for me.


Title: Re: Battle Communication Code
Post by: lordbraprus on August 26, 2009, 08:02:36 AM
[Jeronimo]

$$ ?? !!: If everyone knows the Code, the other player will surely notice this.
I write ?? and my brother understands some shit happened to me and quickly looks it in map. My ?? is more an expression of disgust, instead of typing "shit, what happened?" during an agited battle.
He may type !! if considers it funny (good surprise for him!)
Have you ever had agited battles? I bet you had. Typing a sentence in battle is a risk. Many spells/Items to activate and orders to give... I dont want to lose my pulse, and at the same time I want to make a commentary.
Can you understand the advantages of employing an Original General Code for Dark Omen?

Typing "--" at first turns: Is possible. Will happen when both armies are tipically High-Defensive (these kind of armies usually have a strong Wizard and rely on "Spell Luck" to have Wings and do "Hit & Run" all battle)
In Tournament, this style will be against them, because means 0 points if both have to admit they wont leave their "home, sweet home". For being shitty players they both deserve to Draw (and lose)
High-Defensive army: Once this wizard is caught and killed, that army will have only artillery and ranged units. Is not impossible to beat this style: play with Ptolos, Banner of Wrath, watch all corners with your ranged... if you are playing with a High-Offensive army (Mostly Infantry/Cavalry, perhaps a Wizard with Staff of Osiris, NO artillery/ranged) the best is to attack his center since the first round... his wizard wont be able to make a SHOW and killing all his Regiments obliges him to not "run" (False Charge) or Teleport (my forever rule of "hit and walk")

"So if I will type ever 2minutes "--" my opponent have to think a new sentences, why he want continue the game?"
I read you never had a Game Draw Condition. Is that true? (there is always a first time Bembelimen)
Yes, I would type -- every 1 minute to make him realize is Game Draw Condition: They are 4 already written in my DOC, and if any other Game Condition is discovered, just post it so we can accept it.
And really no important damage will be done: goblin archer against mummies (like 10 minutes more of game), but Pistoliers against mummies is not a Game Draw Condition.
I dont have tested Sylvan archers, xbowen against mummies. Its depends surely on how many casualties they do in a single turn. If you see Sylvan archers, xbowen killing at least 1 mummy per 1 turn (25 seconds) consider it allowed. Here is used the so known "Gentlemen agreement", which is correct in these ocasions which havent be tested... but never correct (from my point of view) in parts like organizing a battle because a hoster can abuse of advantages if both play without following the Steps.

Am I being clear Bembelimen?



Title: Re: Battle Communication Code
Post by: Mikademus on September 10, 2009, 04:34:57 PM
I have my own codes for bad surprises, they're generally something like "!¤%!&#" or "#%&¤#%!!&#&"


Title: Re: Battle Communication Code
Post by: Flak on September 10, 2009, 04:39:00 PM
what would be the code for what happened at Road to Kislev ;D


Title: Re: Battle Communication Code
Post by: warhammerfreak on September 10, 2009, 06:06:29 PM
I really don't see the use of this. Mainly because of the fact I can't type these symbols because I don't know were they are (I have an "azerty"clavier and DO uses "qwerty" I think.)


Title: Re: Battle Communication Code
Post by: tovertrut on September 10, 2009, 07:19:41 PM
same problem here,i also use azerty and since dark omen only recognizes qwerty keyboards its hard to type most symbols(symbols are at different places on out keyboards then on urs)


Title: Re: Battle Communication Code
Post by: lordbraprus on September 13, 2009, 02:47:01 PM
[Jeronimo]

@tovertrut, whf: I have a qwerty keyboard.

I understand your position. Ghabry also told me about problems to type some symbols because of his keyboard.
I will post the Code as one of my works in "Jeronimo's Legacy" , and also clarify that works in qwerty keyboards.

Its difficult to create a Code with Symbols considering the different keyboards that exist. The Code is totally optional.
I will employ it because I can. Its ok if you dont want (or cant) use it and write with english slang.

No problem guys.


Title: Re: Battle Communication Code
Post by: Mikademus on October 04, 2009, 09:28:46 PM
what would be the code for what happened at Road to Kislev ;D

Yeah, only with a liberal sprinkling of "WTF!!!!1111", "ZOMG" and "Fr0ck!!!!111shifteleven"


Title: Re: Battle Communication Code
Post by: Jeronimo on October 04, 2009, 09:44:06 PM
:D, this thread is almost.. dead. I have a new idea for next FO release. Besides ALL I have proposed is too for communication. I call them the "magic words". But wait... still i wont reveale the magic words...system? haha


Title: Re: Battle Communication Code
Post by: Jeronimo on January 28, 2010, 01:32:45 AM
This Code was prepared for every Tournament, beyond chosen Ruleset/Mod.

I invented a Mini-Code called MAGIC WORDS, for fast understanding in special cases.
Few rules and typical problems they represent. Written words will cause an effect.

BLIND: When is written, Enemy’s wizard must be close to your regiments for casting.
How close? The required distance is of 1 false charge (wizard’s movement).
Only at that position he will be able to use Items or cast any spell, including teleport.
All targets and teleport destinations must be inside his “BLIND distance”.

Conditions: You must have 5 or less Army’s regiments. Enemy’s wizard must be 4 Skulls Level.
Clarifications: “Regiments with White Flag” and “Zombies Spell” don’t count as owned regiments.
Unique spell which is not affected by BLIND is Dispel Magic (normal cast all battle).

BUG: Wizard gets stuck and can’t use magic. Only thing can do is charging forward (out combat).
Happens often when he is overcharged of actions, especially when is being attacked and wants to cast a spell, in that exact moment bug happens (the selected last spell is never cast).

Giving specific steps to follow is not easy since it depends more in the present Regiments/Wizards.
When bug happens, both players must organize (if possible) the best way to get him back to action.
To resolve this “Out combat/In combat”: enemy must engage/you must retreat.

Out combat resolution: Enemy regiment mustn’t have Anti-Magic defences.
In combat resolution: Enemy mustn’t chase your Wizard while is running.
Try to block his regiment with one of yours, so it doesn’t pursue at first moments.

DRAW: Any player can ask for a Draw and the other must respond if accepts or not.
Drawing means there is No Winner. Both players/armies are considered defeated.
To reach this situation, conditions must be that in the next minutes no important damage is going to be done or that remaining Regiments can’t hurt each other.


Title: Re: Battle Communication Code
Post by: Jeronimo on February 12, 2010, 04:41:34 PM
@ADMIN: Remove last post. This Code MAGIC WORDS (MW) is the latest, updated from FO 2010 (definitive).

"Very easy to learn: 4 words guarantee, good battles ahead."

BLIND: Rule for Wizards. Enemy wizard’s range is drastically reduced.
This word makes his casting range of 1 false charge (wizard’s movement).
Only at that distance he will be able to cast any Spell, including teleport.
All targets and teleport destinations must be inside his “BLIND distance”.

Condition: Enemy must have 5 or less Army’s regiments.
Means you will have to attack his Army in order to activate BLIND as soon as possible.
Clarification: “Regiments with White Flag” and “Zombies Spell” don’t count as owned regiments.

WALK: Rule for Ranged/Artillery Regiments. It changes Enemy’s behaviour to “hit & walk”.
This word blocks “hit & run” abuse of fast ranged regiments or mobile artillery.
They can’t do false charges and can’t move if Fire until next Round (next Thunder Sound).

Condition: You must have 5 or less Army’s regiments.
Clarification: “Regiments with White Flag” and “Zombies Spell” don’t count as owned regiments.

BUG: Wizard gets stuck and can’t use magic. Only thing can do is charging forward (out combat).
Happens often when he is overcharged of actions, especially when is being attacked and wants to cast a spell, in that exact moment bug happens (the selected last spell is never cast).

Giving specific steps to follow is not easy since it depends more in the present Regiments/Wizards.
When bug happens, both players must organize (if possible) the best way to get him back to action.
To resolve this “Out combat/In combat”: enemy must engage/you must retreat.

Out combat resolution: Enemy regiment mustn’t have Anti-Magic defences.
In combat resolution: Enemy mustn’t chase your Wizard while is running.
Try to block his regiment with one of yours, so it doesn’t pursue at first moments.

DRAW: Any player can ask for a Draw and the other must respond if accepts or not.
Drawing means there is No Winner. Both players/armies are considered defeated.
To reach this situation, conditions must be that in the next minutes no important damage is going to be done or that remaining Regiments can’t hurt each other.

Its finally designed to kill Lame-Play forever (and other stuff).
If you pay attention, there is finally a good rule made for Pistoliers. ;D


Title: Re: Battle Communication Code
Post by: Ghabry on February 22, 2010, 12:37:51 AM
Have a question about: They can’t do false charges and can’t move if Fire until next Round (next Thunder Sound).

So if you write WALK only the Artillery and Archer regiments are effected from the No-Fakecharge rule?
And what does not move after firing mean? Everytime they shoot they are frozen until the next spell-round (thunder)? But they can shoot as long as they want or do they have to stop after one attack until next spell-round?


Title: Re: Battle Communication Code
Post by: Jeronimo on February 22, 2010, 11:33:46 PM
Answers

a) Yes, only for ranged/artillery WALK. If wizards were affected by both words (walk/blind), they woulndt be attractive.
(enough also that some have "high" basic prices... like the vampire at 1440gc).

b) When e.g. Pistoliers shoot, they froze at position until next typical thunder sound (able to move again).
From the place they can shoot as many times as they want.

Shooting 1 time per sound has same unattractive condition that would be with Wizards if WALK+BLIND.
These words activate with 5 regiments, thats why are not too restrictive (intention to "cut" their advantages a bit, because after all, the gold prices already "punish" his pockets).



Title: Re: Battle Communication Code
Post by: Darkmancer on February 23, 2010, 01:22:10 AM
I don't understand "bug".

I understand sometimes wizards get jammed on a particular spell which never gets cast, I just just don't get what your rule is attempting to do about it.


Title: Re: Battle Communication Code
Post by: Jeronimo on February 23, 2010, 02:25:12 PM
I thought was enough clear...
"When bug happens, both players must organize (if possible) the best way to get him back to action.
To resolve this “Out combat/In combat”: enemy must engage/you must retreat."

BUG word is an alert that you cant play properly, this way both players try to get him back to normal (bug fixing during match). The steps described are HELPS to fix it (I have done them, both cases happened to me).


Btw about BLIND:
When says "All targets must be in the BLIND distance" it means all friendly/enemy.
Use of "Ere we go!" for example, wont be able to use his long range bonus.
Both will know that only close regiments to blinded wizard can be affected by spells...

@ Ghabry: Is it fake-charge or false-charge?


Its good to see some replies :)


Title: Re: Battle Communication Code
Post by: Jeronimo on February 25, 2010, 01:42:02 AM
I had a small talk with my bro about the words... I ll make things less complicated.

You see that "cant fire until next round", is not good. I didnt consider what would happen if u have 3 regiments shooting at same time.. you wont have enough time to STOP them all and then move.. Forgive me for my blunder.
Already have in mind what should be.

In less of 24 hours i ll send a private link to everyone who has confirmed (if FO wins confirmation).


Title: Re: Battle Communication Code
Post by: Jeronimo on February 26, 2010, 01:01:37 AM
Here they are: I combined words to affect both Wizards/Ranged, activation is considering the size of your army (you will notive BLIND is worse than WALK). I hope this receive acceptation among you...

WALK: Rule for enemy Wizards/Ranged. They can’t do false charges.This word turns “Hit & Run” into “Hit & Walk”.

Condition: You must have 6 or less Army’s regiments.
Clarification: “Regiments with White Flag” and “Zombies Spell” don’t count as owned regiments.
Exception: Wizard with BUG (out combat).  Since only can charge, do it to call enemy’s attention.

BLIND: Rule for enemy Wizards/Ranged. Ranges are reduced to “short range” (goblin’s bow).
This word makes these Regiments able to target others (friendly/enemy) only at close distance.

Condition: You must have 3 or less Army’s regiments.
Clarifications: “Regiments with White Flag” and “Zombies Spell” don’t count as owned regiments.
Wizards can teleport (short range destination). Artillery and Items are not affected by BLIND.

BUG: Rule for jammed Wizard. Both players try to fix bug during battle.
The bug consists in getting stuck and not being able to use magic.
Its common to happen when is overcharged of actions, especially when is being attacked and wants to cast a spell, in that exact moment bug happens (the selected last spell is never cast).

Giving specific steps to follow is not easy since it depends more in the present Regiments/Wizards.
When bug happens, both players must organize (if possible) the best way to get him back to action.
To resolve this bug “Out combat/In combat”: enemy must engage/you must retreat.

Out combat resolution: Enemy regiment mustn’t have Anti-Magic defences.
Tip: Be ready to respond quickly. Once recovered, he will be in combat and receiving damage.
In combat resolution: Enemy mustn’t chase your Wizard while is running.
Tip: Try to block his regiment with one of yours, so it doesn’t pursue at first moments.

Used "Jam" expression from Darkmancer :) Attent to any opinion.


Title: Re: Battle Communication Code
Post by: Ghabry on February 26, 2010, 01:32:43 AM
Come on don't do last minute updates. Tournament is soon. It's already hard enough to remember everything.

Which version of your BCC does apply to the Fair Omen Ruleset for the Tournament?

And tell us an easy way to find out a goblin archer range without using goblin archers.


Title: Re: Battle Communication Code
Post by: Jeronimo on February 26, 2010, 02:44:28 AM
Allright. No short bow distance.. 1 false charge (considering regiment's movement) like was previously.
Means Vampire/Pistoliers/elf archers will have a bit more range than others regiments with mov 4. (fair considering the fact they have high cost).

No more update. Tournament is close. I understand.

PD: Measuring short bow distance, they have 2 & 1/2 "false charge" range (not blind enough).



Title: Re: Battle Communication Code
Post by: Jeronimo on February 26, 2010, 08:24:22 AM
BLIND: Rule for enemy Wizards/Ranged. Their ranges are drastically reduced.
This word makes them able to target scenario/friendly/enemy only at close distances.
They have 1 false charge as maximum range (regiment’s movement).
Pistoliers/Elf Archers/Vampire will have a bit more range than others since they move faster.

Condition: You must have 3 or less Army’s regiments.
Clarifications: “Regiments with White Flag” and “Zombies Spell” don’t count as owned regiments.
Wizards can teleport at “blind distance”. Artillery and Items are NOT affected by BLIND.


This is just the BLIND rewrited to 1 false charge. Its clear enough. Taken from document.


Title: Re: Battle Communication Code
Post by: Jeronimo on March 01, 2010, 10:28:04 AM
Well, to the hells with the complicated code. This is cooler:

INSIDE BATTLES

When happens SESSION LOST and there isn’t a clear winner, host must recreate game with same/map/armies/deployment positions. If there is an obvious winner, no need to replay battle.

Wizard Game Play: Teleport destinations must be always near a friendly/enemy regiment.
Every Wizard can use Spells level 2 & 3 only once per Magic Cycle (like if Spells were Items).

Wizard Bug Report: Consists in getting stuck and not being able to use magic.
When bug happens, players must organize (if possible) the best way to get him back to action.
To fix this bug “Out combat/In combat”: enemy must engage/you must retreat.

Out combat resolution: Enemy regiment mustn’t have Anti-Magic defences.
Tip: Be ready to respond quickly. Once recovered, he will be in combat and receiving damage.
In combat resolution: Enemy mustn’t chase your Wizard while is running.
Tip: Try to block his regiment with one of yours, so it doesn’t pursue at first moments.

Draw Game: Drawing means there is No Winner: Both players/armies are considered defeated.
Conditions must be that in the next minutes no important damage is going to be done or that remaining Regiments can’t hurt each other. Draw is auto-applied if everyone dies at same time.

Do you like this better? No Words, this must be known by both players before playing...


Title: Re: Battle Communication Code
Post by: alavet on March 01, 2010, 05:45:32 PM
Quote
Every Wizard can use Spells level 2 & 3 only once per Magic Cycle (like if Spells were Items)

no


Title: Re: Battle Communication Code
Post by: warhammerfreak on March 01, 2010, 07:36:04 PM
Quote
Every Wizard can use Spells level 2 & 3 only once per Magic Cycle (like if Spells were Items)

no
I don't really see an objection, but I also don't think it would be effective.


Title: Re: Battle Communication Code
Post by: Ghabry on March 01, 2010, 07:50:22 PM
If you have Jet many spells are Level1 ;).


Title: Re: Battle Communication Code
Post by: Flak on March 01, 2010, 08:03:44 PM
Quote

no

i agree


Title: Re: Battle Communication Code
Post by: Jeronimo on March 01, 2010, 08:55:11 PM
I clarify, is NOT "1 spell lvl 2 & 1 spell lvl 3" per round. I bet you misunderstood the sentence.

1 magic cycle lasts 25 sec (I counted myself)
Is not much time, and makes Wizards to be more tactical. Avoid that 1 player cast on you 3 Meteors in a row..
(at much 2, one 5 seconds before magic cycle, and then when you listen the thunder sound).

Think in Fists of Gork, how can u win with (Infantry/cavalry) him if he has that spell? The Shaman cast Fists every time he engages and ends killing everything.. My suggestion of max 1 Fists per magic cycle  is good IMO.

Remember they dont have cut  neither False charges nor Teleports. Its a kind of gameplay to make Wizards less annoying (and think well in which ocasion cast the spells).

Also, if you want to cast more spells in 1 Round (25 sec), you will have "the" others spells  (typical when you have 1 flame skull and fire ray, you end casting 2 fire skulls because makes more damage & breaks morale..., but now you may use both in same Round if you are in hurry).

Those "never used spells lvl 2/3" now could appear in our battles. This special behaviour affects all Wizards (since everyone has something better in relation with other same Spells level).

Considering their "cheap cost" and that nothing else is written for them, I consider this little behaviour (with all its advantages) a nice way to reduce Wizards abuse of Mega-Spells in a row.
PD: Necromancer and Bright Wizard -60 initial cost  for next "2parm" (from 900 to 840, evolution is cheaper as well).


Title: Re: Battle Communication Code
Post by: alavet on March 01, 2010, 09:04:31 PM
i see no point in such limitation. there aren't many situations when u gonna see x2 metoers in a row, or x2 morks foot.

and if u manage to do these spells double time (which not really to do with proper quality) i think that's what you deserve.

fists of gork very easilly countered by anti magic or even scare factors...


Title: Re: Battle Communication Code
Post by: Jeronimo on March 01, 2010, 09:18:20 PM
i see no point in such limitation. there aren't many situations when u gonna see x2 metoers in a row, or x2 morks foot.

and if u manage to do these spells double time (which not really to do with proper quality) i think that's what you deserve.

fists of gork very easilly countered by anti magic or even scare factors...

You can still 2 meteors in a row  (before changing magic cycle and after it). Yes... you deserve it.
I opin like WHF, wont be that different as now, but matters.

And its only limitation, since players can do "hit n run" as they want. Taking out False charge is not useful: Limiting their uber spells to 1 per 25 seconds, is much more effective.

Point of everything is editing armies without having to think (uy! I should have 5 regiments to write WALK at beggining), well not more those Thoughts. Now make 4, 5, 6, etc (what you want)

Was clearly shown in past Tourney, such promissed "Total Freedom!" doesnt exist if I have in my mind the fact that with 5 Regs i can tell my enemy what to do... Freedom is after all, a psychological feeling.

PD: Items have average cost in my version (check Doc file). Not cheap, you will prefer 1 more Ranged Regiment.

@Flak: Btw, this adds more tactic: Which Spells to use first, if wait until next Cycle to cast again Soul Drain or cast right now a Black Arzu Horror (1 of ugliest spells in game), the position of my wizard, etc.

@Everyone: Lets face that all spells arent well balanced between them, thats why we players cast always 2 meteors, instead of 1 meteor/1 dancing swords... I still reafirm my position.


Title: Re: Battle Communication Code
Post by: Flak on March 01, 2010, 11:08:55 PM
I must agree with alavet on this

also when making in game rules, such rules cant be black and white because it all happens in the heat of a moment, each player will then interpret and apply the rules to different effect, esp like when exactly was the last meteor sent down and the 2 players may not agree on how close the rules are followed and then we have the arguments and feelings of unfair gameplay.

Not to mention that to get a 3rd level mage with ashur and wand of jet, you spend alot of money and will have a weak army so the mage is very very vital to any chance of winning and to then be limited to use your magic makes little sense.

Remember that 1 cannon or well placed archer shot will kill a mage, they are not invincible even at 3rd level


Title: Re: Battle Communication Code
Post by: Jeronimo on March 02, 2010, 01:18:24 AM
@Flak, Alavet: Would you prefer battles without any regulation?

Perhaps only Wizard's Teleport Destinations?
These destinations "near a regiment" avoid having them teleporting from corner to corner in order to gain lots of magic points and play extreme lame... This mini-rule makes wings tactic not so annoying.


Now concerning to the "WizardL3 +Jet+Ashur = weak army" is not true.

(Orc Shaman/Ice Mage L3: 1320)+ (Jet: 640)+ (Ashur: 320)= 2280
2280 would be aprox the 1/4 (2250) of 9k: there are cheap regiments to fullfill, but even this way you can get strong regiments, like flaggelants (960gc) or Spiders (960gc).

Treeman and 6/6 Scorpions cost 1800...  2280 is just +480 and is able to do "well used" a lot more damage..
Is not obligation to have L3, you can have it L2 and is same of effective.
Although of course, Meteor may fail and not kill a single unit, I keep saying you can try this way the other spells...

Yes, the heat of battle: You always will be watching the Magic Cycle bar, not matters how stressing fight is, waiting for activating Items quickly, and of course... re-casting your favourite Spell.

Sorry about this, perhaps a row of battles with someone will end our speculations.
As I didnt know how would suck the word BLIND, I must try this to see if its worth, or not.