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 Post subject: Re: Plaguebearers
PostPosted: Tue Oct 13, 2009 18:56 
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hehe, I dunno what I was thinking. I confused decay with CHANGE/H when I wrote the thing about "superfast decay".

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 Post subject: Re: Plaguebearers
PostPosted: Tue Oct 13, 2009 19:15 
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It is also a little bit weird that you have more op left after an attack if the 5/0 units had base casaulty of 100% and no converts compare to the 150% casualty with 30% converts.

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 Post subject: Re: Plaguebearers
PostPosted: Wed Oct 14, 2009 23:01 
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are the decayed ones summoned from the sum of the decays/1200 or each individually?

cuz id be kinda pissed getting jipped out of 2 decayed ones every hr ;)


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 Post subject: Re: Plaguebearers
PostPosted: Sun Oct 18, 2009 03:02 
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Coolest race ever, the plague is a new idea and would add so much more spice to the game.

+10000000

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 Post subject: Re: Plaguebearers
PostPosted: Sun Oct 18, 2009 03:48 
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YF wrote:

Note: Plaguebearers are not affected by corruption, however they will get corruption, like any other race, from storing too many resources.


Could you explicate this statement a bit more?

They have -100% corruption, but the corruption generated from storing too much resources ignores this feature?

is that what that note means?

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 Post subject: Re: Plaguebearers
PostPosted: Sun Oct 18, 2009 21:22 
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Yeah, should probably be worded "No corruption from land, but normal corruption from oversized resource stocks."


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 Post subject: Re: Plaguebearers
PostPosted: Sun Oct 18, 2009 21:48 
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To me it seems fairly obvious. They dont have normal corruption, however, stacking too much res gives you corruption.


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 Post subject: Re: Plaguebearers
PostPosted: Sun Oct 18, 2009 23:30 
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Can they still be anarchy'ed?

I think it means they don't get the normal LAND-related corruption, but are still subject to both stockpile and spell-induced corruption. Unfortunately, I heard that YF is in the hospital getting a hemorrhoid removed this week, so he won't be around to answer questions. Guess we will just have to figure it out on our own. :(

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 Post subject: Re: Plaguebearers
PostPosted: Sun Oct 18, 2009 23:38 
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knicoal wrote:
Can they still be anarchy'ed?

I think it means they don't get the normal LAND-related corruption, but are still subject to both stockpile and spell-induced corruption. Unfortunately, I heard that YF is in the hospital getting a hemorrhoid removed this week, so he won't be around to answer questions. Guess we will just have to figure it out on our own. :(


In that case, my vote is that what knicoal said is what YF is implying - they simply don't get corruption from land.

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 Post subject: Re: Plaguebearers
PostPosted: Wed Oct 21, 2009 18:34 
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Lets balance this race. :-)

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 Post subject: Re: Plaguebearers
PostPosted: Thu Oct 22, 2009 05:23 
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With all the md a player would be stockpiling, wouldn't it be good for this race to have a war-time offensive spell? Or maybe an offensive spell that can only be cast on kingdoms that are infected with the Plague?

Also, is it a given that Plaguebearers always have the Plague cast on themselves? That way, they would get the decay bonus for the cost of neutralizing the Plague with Fertility.


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 Post subject: Re: Plaguebearers
PostPosted: Sat Oct 24, 2009 04:02 
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Ruined Temple (Frost Temple) on swamps - Instead of reduced casualties, Ruined Temples increase the amount of converted units by +2% * Ruined Temple% (+40% max)

This replaces reducing casualties but does the reduced return time still apply based on the current rate 0.15 * Frost Temple (Ruined Temple) %

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 Post subject: Re: Plaguebearers
PostPosted: Sat Oct 24, 2009 23:00 
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080 wrote:
Ruined Temple (Frost Temple) on swamps - Instead of reduced casualties, Ruined Temples increase the amount of converted units by +2% * Ruined Temple% (+40% max)

This replaces reducing casualties but does the reduced return time still apply based on the current rate 0.15 * Frost Temple (Ruined Temple) %


And does the hero mortality decrease still apply? And is the +40% 30+40 or 30*1.40.


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 Post subject: Re: Plaguebearers
PostPosted: Sun Oct 25, 2009 09:10 
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so i still feel that the racial spell is overpowered... even though it can be "nearly completely offset by fertility", many kingdoms currently rely on fertility to keep positive food production as it is currently more efficient to do so. in order to compensate for this spell, one would have to run the extra farms in order to be able to op/attack them. the 50% extra decay completely destroys any race that has a stockpiled decaying resource required to make pushes (sylvan/elemental/ilith/etc).


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 Post subject: Re: Plaguebearers
PostPosted: Sun Oct 25, 2009 09:21 
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That extra decay is pretty harsh. Especially since it would run rampant as soon as it gets loose. Anyone who does a spy op on someone with it has a 5% chance of getting it? If it lands on one of the top kingdoms, and lasts for 12 hours, damn near everyone will get it pretty quickly. Plus, if you attack anyone with it, that's a guarantee...

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