AlLanMandragoran

AlLanMandragoran

Joined Member # 4231613
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Turn 200 - FP 123. Magnar is highest with 266. Just a few points behind Gilden and Resoln. Arando is campaigning in the south in preparation of founding the 3rd city. Hope is making cheap boar spear units to replace casualties from the war on the wolves and gear up for garrisoning the new city. New Hallas is finalizing a night watchman as an insurance policy against any nasty mobs up north. Magnar is quiet... although he keeps spamming that curse to nuke my defender hp's. That will be a s

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Derek - also please note what happens if I raze the outpost. The tile becomes unusable and it leaves the upgrade graphics in the tile. It actually looks kind of cool but I've lost the use of those 4 tiles. In addition, because of this gobble bug I can't place an outpost near New Hallas that is functional...

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Turn 190 - FP 100. Magnar highest at 238. Closing the gap with Gilden and Resoln whom are both a little over 120. Pushed the northern boundary out a bit with a town hall. Now have blacksmithing, thus the cheap spear units can use boar spears. Hope is making 4 man spear units and New Hallas is further upgrading defenses/economy. Believe in the next 10 turns will swing south again to campaign for the 3rd settlement. Lots of baddies down there... Magnar has a nice stack in Curgen's hold

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Derek - playing Sean's mod but this is a vanilla issue. Please note the outpost is within city walls and a warden and armory are built. Note, however, the warden and outpost are not upgraded anymore. Furthermore, it will allow me to build them again but the point is moot - the outpost is now worthless since building anything in them will just disappear. Also confirmed they do not exist as my units in the city do not have the armory buff. <img src="https://dl.dropbox.com/u/19969679

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Turn 180 - FP 92. Magnar highest with 230. Progressing south towards next available settling spot, making outposts and upgrading to wardens along the way in order to scare off the baddies. There are 3 lairs close by making very scary stuff - wolves, spiders, and martyrs. Irane stayed up north to guard against Magnar - the tank Arando is leading an army south to do battle with any wandering wolves. Too soon to tell whether the outpost warden/approach will work... New Hallas is continuing to up

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Turn 170 - FP 87. Magnar highest at 224. Next lowest is Resoln at 103... catching up. For the first time in ages, Irane is feeling optimistic. New Hallas is defended, borders are under control, both cities are growing. Hope is now level 3 - and starting to crank out cheap 4 man spear units. One downside... Magnar is spamming the hp curse on both cities which will be absolutely devastating over time. The next 10 turns will focus on keeping the defenses up north, Irane will focus on expanding T

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Sean - may want to look at Weakspot trait. Just had a battle where I used the ability via Irane and for some reason the AI opponents just sat there defending while my archers took them out. I can't confirm 100% the trait caused the behavior but in prior battles the AI moved forward... this was the first time I used the trait.

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Turn 163 - one of the bandit hordes decided they could loot New Hallas... defenses will be tested. Here we go! Please note already used a few archer units to soften up one of their archers. I have no idea whether those barricades out front are vanilla or something Sean and Werewindlfr added but love 'em!

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Turn 160 - FP 72. Magnar is leading the pack with 208. Magnar sent one stack towards New Hallas, Irane and her archers engaged, beautiful victory. New Hallas has managed to make it level 2 and is now a fortress, building a hedge wall to add another defender and improve defender initiative. Hope will be growing again soon, have storehouses which will allow Hope to reach level 3. Also have groups, 75 gildar to upgrade a 3 man group to 4. May consider doing that for the handful of veteran units

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Turn 150 - FP 69. Magnar highest at 184. Have 3 separate ore mines, metal is not a problem. Have now obtained the monument from magnar thus starting to gain influence. Have only 1 life shard for mana, 0 crystal, horses, and wargs... Continuing to shore up defenses in New Hallas over the next 10 turns via a hideout (+4 archer groups). Researching cooperation to get groups and storehouses to aid with city growth... storehouses will get capital to level 3. Will then turn to New Hallas upgrades v

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Turn 140 - FP 67. Magnar highest at 168. New Hallas has not yet been attacked but there are roaming hordes of air shrills and bandits all over the place. New Hallas has 5 separate stacks on the border, 2 of which are the lair guardians. About to complete a monument which will hopefully push the Tarth zoc out one, and allow grabbing the influential prestigous location. Desperately need New Hallas to turn into a Fortress... no longer have bandits and shrills protecting the northern boundary fro

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Turn 132 - Got it! 2nd settlement founded... max defenders, building town archery range, town watch, and nightwatch asap. In addition was able to hire Arando as 3rd champ. Irane is praying neither of those lair guardian stacks (bandit lair with captain and air shrill lair with air elemental) decide to attack. The entire game may now rest on whether Irane can get this city to a Fortress... praying to the gods. Also building a workshop to the right tile to block off any Magnar advancement. It&#

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Turn 130 - FP 58. Yithril is highest at 153. Irane experienced the first random event, which increased the accessory slots from 3 to 4 worldwide. Magnar is sending stacks south and it was definitely confirmed - those bandit hordes picked off at least 1 Magnar stack. However, Magnar had 1 run the guantlet and make it through - Irane is about to do battle. The designed units are rather scary, as Sean obviously hooked the AI up with what to build... continuing to fortify the area, can't get

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Turn 120 - FP 56. Yithril is in the lead with 151. Nothing much has changed the past 10 turns. Now building high towers to expand zoc on both existing outposts. Magnar has not yet sent any stacks. Still trying to hoodwink those mobs into letting me settle that spot up north...

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[quote who="Valentine82" reply="20" id="3273738"]Quoting AlLanMandragoran, reply 17 I respect your opinion you don't like the game. I get it. But to label anyone who likes the game a fanboy with clouded judgment? You mean calling anyone writing glowing reviews of the game a fanboy. Like I said, judging this game in context you can like it but you can't say it's an 8 out of 10 honestly, giving it a 7 is generous when it falls short of decades old titles in nearly ev

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Turn 110 - FP 51. Yithril on top with 169. Major setback these 10 turns. One of the bandit armies rampaged all over my lonely outpost and wiped the wardens. Did complete the hideout so have 7 archer and 4 spearmen units defending the city along with 9 regular units. If Irane needs to make a last stand it will be glorious. Magnar declared war but they have not yet sent any armies. Have a feeling the rampaging air shrills and bandits might be picking off any units they are sending south towards

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Turn 100 - FP 43. Yithril highest with 151 and Irane is still last by a large margin. Built a nightwatch, grocer, and now finishing a hideout for 4 extra defending bowmen. Once that is built, will build a pioneer along with 9 best units and settle that 2nd city. The next 10 turns will be extremely interesting. Save . Kingdom Report: <img src="https://dl.dropbox.com/u

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Tunr 90 - FP 40. Yithril highest at 116, Tarth by far is lowest. Irane is trying one slow methodical approach up north... push the boundaries of Tarth on top of the Air Shrill lair and the out of control bandit lair. Upgrade to warden and hope the beasties leave and wander into Magnar's area. The primary lair guardians may not move but that's ok... I think. If Irane can push the mobs out and then settle that tile, Tarth can immediately move in 9 defenders plus obtain the city defender

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