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Author Topic: Fiefdoms @ War: Fluff Thread  (Read 76543 times)

Taricus

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Re: Fiefdoms @ War: Fluff Thread
« Reply #735 on: March 29, 2011, 06:44:48 pm »

Not you falcon, for now. I was talking to Kashyyk...
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Hubris Incalculable

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Re: Fiefdoms @ War: Fluff Thread
« Reply #736 on: March 29, 2011, 10:58:29 pm »

The devious players don't reveal anything.

Which is why you should all be terrified of hubris.

Sigg'd
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #737 on: March 29, 2011, 11:01:00 pm »

I would be scared of Hubris, but he's so far away...
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Taricus

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Re: Fiefdoms @ War: Fluff Thread
« Reply #738 on: March 29, 2011, 11:04:31 pm »

Hubris should be scared of his own hubris, subs need air and I doubt he'll be producing it in those subs natually.
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Criptfeind

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Re: Fiefdoms @ War: Fluff Thread
« Reply #739 on: March 29, 2011, 11:05:37 pm »

Anyone else think that subs need like... 20 techs before he will get them?

Naval, mechanics, all sorts of stuff.

It really does not seem likely.
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Hubris Incalculable

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Re: Fiefdoms @ War: Fluff Thread
« Reply #740 on: March 29, 2011, 11:10:48 pm »

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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #741 on: March 29, 2011, 11:12:34 pm »

It will likely take some time, considering the current level of naval tech (..Boats with a lot of people pulling oars), and what hes after (self enclosed submersible vessels).
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Criptfeind

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Re: Fiefdoms @ War: Fluff Thread
« Reply #742 on: March 29, 2011, 11:15:30 pm »

Will I?

A worthless submarine invented 2500 years after what we are using?

I would say you will.
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Taricus

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Re: Fiefdoms @ War: Fluff Thread
« Reply #743 on: March 29, 2011, 11:18:42 pm »

Will I?

A worthless submarine invented 2500 years after what we are using?

I would say you will.
In Agreeance with cript here. and they'd be useless in combat and trade.
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Iituem

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Re: Fiefdoms @ War: Fluff Thread
« Reply #744 on: March 30, 2011, 03:11:24 am »

You could send a spy or assassin in one to cross ocean/coastal regions undetected.  Without one you'd need to use a spottable ship.

Edit:  Off for the day.  I'm also thinking about redoing the ocean parts of the map so there is more ocean, i.e. more ocean territories.  Cavaran bonuses for crossing ocean would decrease as a result, but there would be more ocean to cross.
« Last Edit: March 30, 2011, 04:12:52 am by Iituem »
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Demonic Spoon

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Re: Fiefdoms @ War: Fluff Thread
« Reply #745 on: March 30, 2011, 05:56:37 am »

Question: Could necromancer imrpove stats of all undead, similiar to how a hero works but only for the undead? For example, zombies with a necromancer present would have stats of -3,-3 instead of -4,-4. I just thought it'd be appropiate and nice, but I can totally understand if you don't want to.

And hero rules are missing from op?

« Last Edit: March 30, 2011, 06:18:30 am by Demonic Spoon »
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #746 on: March 30, 2011, 05:58:22 am »

Would you risk a necromancer in combat, just for slightly stronger zombies?
Keep in mind theres -plenty- of undead types. And possibly even stronger zombies, later. Maybe ones that spread plague!
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Demonic Spoon

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Re: Fiefdoms @ War: Fluff Thread
« Reply #747 on: March 30, 2011, 06:03:30 am »

Yes, since the necromancer needs to present anyway to raise zombies?
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #748 on: March 30, 2011, 06:34:28 am »

I dont think the Necromancer strictly has to be present with the zombies at all times (stacked up, as it were). So to get this bonus, wouldnt he have to be stomping around with his zombies, and thus vulnerable in a battle?
As evidenced by zombie raids into Sordell and Farland, We can pretty safely assume the summoner does not need to be with summoned troops.
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Johnfalcon99977

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Re: Fiefdoms @ War: Fluff Thread
« Reply #749 on: March 30, 2011, 06:38:33 am »

I have finally got around to updating Ariani lore, even if it was just re-organization. :D
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