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Messages - Frumple

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27871
If by won you mean completely conquered, then no, most ascensions don't involve that. You've just got to get it so your enemies have either no provinces or no dominion, and then you win. I had one run in a little ~100 province rand map that conquered less than half of the map before domkilling the whole world.

One of the nice things about spewing temples everywhere is that for every X amount (the number of which I forget) your maximum dominion increases. You can technically get dom 10 despite starting off at dom 1, if you have a bloody junkload of temples.

27872
Other Games / Re: Elona
« on: June 26, 2011, 03:33:04 am »
Which should be more than a little telling. It normally takes ingesting poison or dye to get rid of those things.

So either th'whore's got some serious tats -- or someone's about to catch the clap.

... though now I'm kinda' wondering what how you hold on to that thing. Either you're grasping firmly, or you put your whole arm into it.

Th'latter's kinda' kinky...

27873
Hmm, I shouldn't have blown up the tower. I'll just build it back up myself. I'm probably going to need some sand, so can I have some, Frumple?

S'long as you leave me at least one stack, you're welcome to it. S'in the chests, somewhere. Dunno which ones -- there's some just to the left of the blinkroot farm, along with the ones under the daybloom stuff. I think most of the sand's in the surface stuff.

27874
Aww... it's so... tiny.

Does still have me beat for diversity, though. For now. Still need death junk and water-whatever. Little more efficient, too, I guess. I've got fireblossom blooming on manual, heh.

... it's prettier, too.

27875
12:37 AM CST: Map wide projectile loss, due, apparently, to hack-enabled glowstick spam. Vines across the map cease function :-\

Minute or so later, projectiles are back, but damn. Lil' excess, there.

27876
Frumple has gained +1 farming skill! Unlocked: Fireblossom farm.

Problem with death whatsits is it takes a blood moon to get seed. That's terribly, terribly annoying. Still, pots are cheap.

27877
The nice thing about never having used rocket boots, at this point, is not being bothered by the change to rocket boots. Got full molten gear and most pre-1.0.5 goodies, but I've never actually used the boots. Murdered upwards half a dozen goblin armies, but no boots. So I've just given up on them. Ruddy useless things.

Really, though. I can't see how they'd be much help where ciab+balloon+vine wouldn't do the job as well or better, at least once you're underground. Bouncing around via vine or hook is hella' fun and bloody fast.

Maybe they help getting to the islands, I'unno. Only thing vaguely tempting up there for me these days is feathers. Why they gotta' have potion ingredients I can't farm in a cave halfway to hell :-\

27878
Yeah, I wasn't actually after sand. I mean, the sand was nice, but what I was trying to do was lower/deepen the ocean over there some, then got distracted about halfway through. Which is probably a good thing, I guess, or a lot more of it'd be missing.

I think I forgot dropping sand eats water, too. I'll drop a couple stacks of sand off to help fix it :P


27879
Yeah, the indies have to go :P Iirc, they say that if you're not taking a province a turn, something's going wrong... though, of course, that's for strength 5 indie stuff. Not quite as easy with strength 9 ones. Anyway, that province north of that eastern castle is definitely a prime target. Always wanna' have the provinces surrounding castles in your possession, especially for high resource nations. Same for that province below the r'lyeh one to the west, if it connects with the castle right near it. Above and beyond that, more land, more land, more land. As one critter put it, more provinces = more castles = more mages. The answer to "How many mages should I have?" is always "More."

Those frost fathers can be kinda' nice, by the way. Fairly cheap (more due to upkeep than recruitment cost) and they can spew numbness and quickness around, which I think you've got access to. They're also water searchers via Apsu, if you can spare the gems for it. If you do go for construction 8, you can also make 'em 3w on the cheap, which opens up a bit more to 'em. Nice lil'guys, and sacred to boot, so you can really spew them out. Start recruitin' and keep recruitin', would be my advice. Send packs of them around with your armies, especially ones that are going outside your dominion. Shame you didn't find them earlier, though. They're also alright for banishment spam.

Enchantresses are all kinds of sexy, but not sacred. Upkeep, bleh. Still... is nice find. I find 'em fairly often when I'm doing 75 magic site maps, and it's almost always a nice thing to have.

Beyond further conquest, I'unno. Getting some decent summoned thugs/SCs out would probably be a major combat multiplier and give you a better chance to use that awesome forging shtick ulm has.

High Turmoil + High Luck means you rarely need to worry about money, but it also means when bad events hit(which is rare) they hit HARD. I tend to use that myself.

I go straight order3/luck3 in my standard comp-fight builds (read: Crap imprisoned pretender, ridiculous scales.). Turmoil/luck gets you a lot more events, but order/luck gets you the best events. You still get more than normal, too~ Luck is the second sexiest scale to me, right after growth.

27880
Other Games / Re: Operation: Spider Shark
« on: June 25, 2011, 02:00:28 am »
Both of which have been done, actually. Chocolate spoons is what I remember off the top of my head. Yes, they're actually used to eat things before eating the spoon itself.

Bread bowls are kinda' awesome. Dominoes (fast food pizza joint, for folks that don't have 'em.) sells some stuff in 'em these days. Never got around to figuring out how to cook 'em m'self, though.

27881
This. Blinkroots ruined me for the other plants because it grows SO GODDAMN FAST.

No bloody joke.

I have found, though, that alchie potions do alright for very-early game selling. 20 silver for a 10 stack, and blinkroot + cactus is pretty easy to get a junkload of.

Also noticed that blinkroot spews seeds like they're going out of g'damn style. Makes it so you don't have to wait for all the plants to bloom before harvest, which is sorta' nice. If you want blinkroot.

I've got a 100 pot blinkroot farm on Kael's server. It's full of blinkroot. My daybloom farm on the surface has about five pots (out of another hundred) full. I started the daybloom one before the blinkroot one :-\

I really wish blinkroot blinked out of synch, though. That'd be much prettier (and perhaps epilepsy inducing.).

Anyway, can't wait until Terraria goes full Harvest Moon on us. Wide spread seed planting, watering (lavaing, for lavablossom), mass harvesting, etc.

27882
Play With Your Buddies / Re: Let's Play Elona
« on: June 24, 2011, 06:50:46 pm »
Throwing in for pianist, for they are the most powerful of classes.

27883
Heh. My hardcore start's been doing fairly well, but is currently in a fairly non-enviable position. Corruption was nearly immediately to the right in a new world, and a quick runthrough with my decked out dude showed that a) it went for a bloody long ways, and b) terminated at a surface jungle, which didn't end until it hit the ocean. Basically, the entire right side of the map is functionally blocked off for quite a while.

The left side's got a bit more play room, but it too runs into corruption far earlier that I'd like :-\

Looks like the only option is down! Which is annoying. Need (more) gold for pick, bleh.

27884
Sweet mother of zeus. Sharks.

27885
So I've been watching the Smiths hurl their magma in the last few months and it looks like it may not be worth sending them along for just magma spam. The problem with a drain domain is that (I'm pretty sure) it gives everyone higher magic resist in combat, even the enemies, making it hard for the Smiths to do damage. It's still worth having some around for buffing the troops, and some of them have higher accuracy from experience which makes more of their magma bolts find a target. Plus, then I get some good heroes out of it too:

The damage from magma bolts doesn't have a MR component. Quite a few spells, especially th'elemental evocation ones, don't, so drain isn't going to do much to the damage output. In any case, the smiths shouldn't be effected by the drain component at all, unless they're using spells that can be resisted.

I'm having trouble figuring out what better to have 2e1f mages spit, though :P If you've got some of the 1 in 1030 (or something like that) 2f ones, they can spew fireball, which is pretty spiffy. Alternately have some of the (very) rare astral ones spit out some communion stones, maybe. You could do some killer stuff with that. Or, if you got the spare gems (and are willing to risk the boosters to combat), slap some earth shoes on the mages. Gazing over the spell list, a lot of the lower earth buffs (earth spells, period) are 3e.

That +MR spell's in Thaum 4, and your 2e mages could cast it. Might be able to get some use out of iron warriors if you've got alt 5, since it only needs 2e to cast. Beware anything spitting lightning, though.

E: Script summon earth power to those mages! Well, if you have th'spell. S'conj 3. If you had that, those mages could do quite a lot more without any forged boosters. The reinvig wouldn't hurt, either :P
E2: Double checked. Y'ain't got conj3, or... much, really. Conj 3 would be a good idea for a next research target!

As an aside, your bloody LP got me playing Dom3 a bit, again. A pox on you, for it chews up great gobs of time :P

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