louist

louist

Joined Member # 2226314
24 Posts 555 Replies 26,736 Reputation

Well, the last turn was a poor one for Arcoscephale. An earthquake decimated one of our provinces before unleashing a horde of troglodytes, who conquered the province entirely. This wouldn't have been so bad if the attack hadn't also killed my stockpiled force of ninja turtles (no joke), who were destined to invade the sea next turn. Ah, well.

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Oh, it may very well be buried in the manual, it's a massive beast. Yes, you can have more than 4 "sites" in a province, in that you can construct buildings in addition natural sites. Additionally, some nations have more than one national "magic" site. Take my dear Arcoscephale, for instance, which has 3 national buildins, for a total of 6 sites in their starting province. I believe, though, that wonderloss is correct in that there are never more than 4 natural magic sites

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[quote who="ReuelKB" reply="231" id="2939161"] Swamps, Wastelands and Mountains are more likely to have magic sites. Swamps have water and death primarily. Wastelands are good for fire and I believe death. Mountains have earth and air. There's also a cave terrain, but that's rare to find, as the random map gen doesn't create any to my knowledge, so it must be placed in a custom map. Caves are very likely to contain earth sites.

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There are of course balanced maps which guarantee a minimum number of open provinces around capitals, and others which have predefined starting locations. It sounds to me that you've just had some rare extremely poor luck. I'd also suggest giving it another try, perhaps on a more balanced map.

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We merely seek to safeguard the Thinkers as they unravel the secrets of this world and the next. There are uncountable dangers in this world, and the Thinkers, for all their genius, are unaccustomed to ba ttle or toil. Our troops do little more than patrol our borders !

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Well, I have encountered two bosses now, and both have trounced my handily. I definately need help in taking these guys out, despite my mix of gold and silver gear, and my magic boomerang :(

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There's so much going on between the players here and in-game that I can't believe it's only turn 5. I'm having a hard time not panicking when I review my forces, because I keep getting caught by the mind-set that we're much further into the game.

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The nation of Arcoscephale sends its best regards to the green things of Yomi in this trying time. It may ease your people to know that our Thinkers have developed a new theory on the life after death. Our greatest minds are positive that the spirits of those who die do not really leave, but merely shrink to become those unseen "mice" that have cats and dogs the world over charging headfirst into solid walls. The Thinkers believe that, by throwing themselves in f

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Arcoscephale shall gladly accept an Agarthan child as a ward of the state. In fact, Themistoclese's Infant Son has just recently commanded our engineers to build a labyrinth such as the world has never seen before, and it could only be improved by the presence of such a child.

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Likes: Procedurally generated worlds are fun to explore, especially underground. There is a nice variety of items to find/create. The aesthetic invokes fond memories of SNES action RPGs, like Secret of Mana. Multiplaye (though I haven't tried it yet) looks like it will be a blast. Dislikes: Going it solo definitely looks to be slower and more difficult. A lack of polish in some areas (I've got three proper rooms with all the requirements of spawning a merchant--which I badly n

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I've picked it up. I'm up for some multiplayer, once I've had a few more days to really get grips with what I'm doing :)

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The UFO:A titles are more Xcom inspired than spiritual successors. The overall theme and goals are largely the same: recruit soldiers, research new and alien technology, produce better gear and such for your men, build and improve bases, shoot down UFOs and kill or capture aliens until you're ready to take on the big final battle. There are a number of differences, though: A more hands-on RPG system, including perks, territorial expansion and control, planetary resources, competin

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[quote who="wonderloss" reply="124" id="2937612"]Always a tradeoff, current results vs. long term results. Then again, I think EA Arco is a nation that does pretty well with earning gold. Only time will tell if his strategy works. [/quote] EA Arco has arguably the best fort, but finding a proper location for it is tough, and it's really quite expensive. On a side note, I'm hardly able to keep up with all these posts, which seem to all appear

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[quote who="Thranite" reply="122" id="2937606"]Mercenaries! I knew I was forgetting something. I should've been bidding on mercenaries. Also, I have found black candles to my North. To the unknown pretender god living on the Eastern edge of the world, in the middle area, I salute you, and bring the tidings of the Agarthan (apparently slow ) people![/quote] The Thinkers of Arcoscephale welcome their large brethren to the south, and will be sure to burn

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[quote who="Kamamura_CZ" reply="118" id="2937539"]The High Council of Esteemed Kohens hereby officially expresses concern about the sums of gold the kingdom of Arcoscephale uses to overpay mercenaries. While the desire of rapid expansion to secure more land, greater income and perhaps advantage over some of Arcoscephale's unfortunate neighbors is completely understandable, the venerable Council wants to point out that overpaying mercenaries causes long-term r

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I really enjoyed Afterlight, though I found it becomes a lot easier once you get the warp weapons. Just beware acid. It's a killer, and you only receive a few scripted recruits.

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A quick question on llamaserver, since this is my first time using it: Am I correct in assuming that autohost causes a new turn to be generated when all turns are submitted even if the 24h mark hasn't been reached? Or does it just save the host from having to manually generate the turn?

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