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Which game mode will this test be using?

Allies
- 0 (0%)
Battle Ground
- 0 (0%)
Blood Bath
- 0 (0%)
Capture the Flag
- 0 (0%)
Pain Killer
- 0 (0%)
Random Damnation
- 4 (57.1%)
Rebellion Against the Gods
- 3 (42.9%)

Total Members Voted: 7


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Author Topic: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 6]  (Read 7055 times)

GreatWyrmGold

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #120 on: December 31, 2012, 01:44:55 pm »

Suddenly necromancers no longer need to have cleric buddies.

A suggestion for a new unit: Mindmaster. Expensive, frail, no attacks...but he can control enemy units.

No idea how to make it balanced. Maybe a chance to resist? Or a Resistance stat, and the Mindmaster's HP need to be bigger than the unit's Resistance to control them? Heck, Mana Resistance could be useful for all sorts of stuff...
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Nerjin

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #121 on: December 31, 2012, 01:59:58 pm »

Maybe something like this.

Mindmaster: Mages who have embraced the practices of enslaving other creatures minds. While rarely trusted they are a valuable member of any army. Highly capable at causing panic within enemy ranks.
STATS
[1]Fear [Range: 4]: The unit affected by this spell flees in the direction opposite of the caster for 2 turns.
[2]Enslave [Range:3]: The unit affected by this spell now takes orders from you. Any damage done to this unit goes to the Mindmaster. When the Mindmaster dies the control of the unit returns to its commander. The Mindmaster may not take any actions during this time.
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RAM

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #122 on: December 31, 2012, 04:41:01 pm »

Suddenly necromancers no longer need to have cleric buddies.
Quote from: F.A.Q.
Q. Does my cleric’s heal hurt my Skeletons and Balrogs? What about my Paladin’s auras?
A. Yes. However only after the first turn. Balrogs and Paladins may start next to eachother but do not keep them there too long.
Quote from: Affinities
Holy: Deals -3 damage to Summoned and Dark units within the effected radius.
Quote from: Units
Necromancer:[ N ]: These sorcerers are famous for their mastery over the dead and their ability to summon spirits. Excellent for initiating swarm attacks.
Affinity: Dark
Clerics and necromancers are not buddies...
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GreatWyrmGold

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #123 on: December 31, 2012, 04:55:01 pm »

Suddenly necromancers no longer need to have cleric buddies.
Quote from: F.A.Q.
Q. Does my cleric’s heal hurt my Skeletons and Balrogs? What about my Paladin’s auras?
A. Yes. However only after the first turn. Balrogs and Paladins may start next to eachother but do not keep them there too long.
Quote from: Affinities
Holy: Deals -3 damage to Summoned and Dark units within the effected radius.
Quote from: Units
Necromancer:[ N ]: These sorcerers are famous for their mastery over the dead and their ability to summon spirits. Excellent for initiating swarm attacks.
Affinity: Dark
Clerics and necromancers are not buddies...
I had a couple clerics keeping the necromancers able to fill the field with skeletons. Oh, right, wrong version.
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Nerjin

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #124 on: December 31, 2012, 05:32:27 pm »

Yeah, I'm thinking of removing that little problem.
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GreatWyrmGold

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #125 on: January 01, 2013, 11:52:25 pm »

I appear to have forgotten my turn whilst commenting on balance. Sorry about that.

Ogre: Attack Warrior.
Berserker 2: Attack Wanderer 1, move to A12.
Goblin 2: Move to C11.
Berserker 1: Move to C12, attack Goblin 1. (Enemy goblin)
Goblin 1: Move to D8.
Warrior: Move to C9.
Cleric: Move to B10.
Alchemist: Move to B9.

That's everyone, right?
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Nerjin

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #126 on: January 02, 2013, 08:49:14 pm »

 
Spoiler: Greatwyrmgold’s Turn (click to show/hide)

 
Spoiler: Kill Count (click to show/hide)

Current Map:



Upcoming Players:
Next: Javierpwn
TURN SIX STARTS
Then: Scapheap
After That: RAM

Spoiler: Nerjin’s Thoughts (click to show/hide)
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javierpwn

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #127 on: January 02, 2013, 08:52:34 pm »

Army goes upwards!
Plus secret stuffs!
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Nerjin

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #128 on: January 02, 2013, 08:53:43 pm »

By 2 or only 1?
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javierpwn

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #129 on: January 02, 2013, 08:54:27 pm »

hmmm 2 should be fine
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Nerjin

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 5]
« Reply #130 on: January 02, 2013, 09:13:13 pm »

Movements received Via: Private Message
 
Spoiler: Javierpwn’s Actions (click to show/hide)

 
Spoiler: Kill Count (click to show/hide)

Current Map:



Upcoming Players:
TURN SIX HAS STARTED!
Next: Scapheap
Then: RAM
After That: Tsuchigumo
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GreatWyrmGold

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 6]
« Reply #131 on: January 02, 2013, 09:40:08 pm »

Tsuchigumo, this will end as well for you as the last one did. Wanna prep your surrender speech?
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Tsuchigumo550

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 6]
« Reply #132 on: January 02, 2013, 10:45:53 pm »

I'm not giving up, not now, not ever!
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GreatWyrmGold

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 6]
« Reply #133 on: January 02, 2013, 10:57:50 pm »

You won't have much choice once I kill your last units...
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scapheap

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.0] [Turn 6]
« Reply #134 on: January 03, 2013, 04:15:31 am »

E2 to J6
P to I7
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