Author Topic: Netherworld  (Read 73762 times)

jaune

  • Mighty Duke
  • ****
  • Posts: 725
  • Suck my socks!
    • View Profile
Re: Netherworld
« Reply #90: May 09, 2016, 07:45:22 PM »
I think their removal is lagged a turn because of script order. Just like Lloringel had a TO still running with no troops for a turn longer and then cancelled this turn. I don't think the TOs progress without troops in the region, just remain at TO status.

Yeah, but that troubelous, we moved to Seven Rivers and Daimons run away, TO should have stopped... Then we had to evacuate our self cause there was 16k undead army heading Seven Rivers, TO thus kept going without stop.

-Jaune
~Violence is always an option!~

Prometheus III

  • Freeman
  • *
  • Posts: 11
  • Lord of Hosiel
    • View Profile
Re: Netherworld
« Reply #91: May 15, 2016, 08:03:11 PM »
Why are all these daimon hordes named after animals?

Vita`

  • BM Dev Team
  • Honourable King
  • *
  • Posts: 2558
    • View Profile
Re: Netherworld
« Reply #92: May 15, 2016, 08:23:58 PM »
A daimon renamed the monster unit types to be daimonic animal-monsters.

Medron Pryde

  • Noble Lord
  • ***
  • Posts: 343
    • View Profile
Re: Netherworld
« Reply #93: May 16, 2016, 01:23:15 AM »
Because being attacked by giant daimonic badgers is more interesting than some random monster...

Thought one always has to look out for those dang badgers...;)

Vel_Aryon

  • Freeman
  • *
  • Posts: 14
    • View Profile
Re: Netherworld
« Reply #94: June 01, 2016, 09:33:42 PM »
Any news on the progress of the invasion? Down south in Riombara news travel slow.  ;D

Ketchum

  • Mighty Duke
  • ****
  • Posts: 1667
    • View Profile
Re: Netherworld
« Reply #95: June 02, 2016, 04:29:34 AM »
Daimonic flying squirrels killed a lot of my men. They are soooooo deadly...
Werewolf Games: Villager (6) Wolf (4) Seer (3); Lynched as Villager(1). Lost as Villager(1), Lost as Wolf(1) due to Parity. Hunted as Villager(1). Lynched as Seer(2).
Won as Villager(3). Won as Seer(1). Won as Wolf(3).
BM Characters: East Continent(Brock), Colonies(Ash), Dwilight(Gary)

JDodger

  • Mighty Duke
  • ****
  • Posts: 606
    • View Profile
Re: Netherworld
« Reply #96: June 02, 2016, 10:17:13 AM »
monsters and undead: the sequel

theyre baaack
By the way, would love to see you coordinate three realms without having an OOC teamspeak with everyone on it.

Medron Pryde

  • Noble Lord
  • ***
  • Posts: 343
    • View Profile
Re: Netherworld
« Reply #97: June 02, 2016, 12:12:52 PM »
The last of the netherworld portals have been closed and now the monsters and undead are spawning again.

Oh lucky us...

DeVerci

  • Noble Lord
  • ***
  • Posts: 247
    • View Profile
Re: Netherworld
« Reply #98: June 02, 2016, 03:14:40 PM »
Im still afraid to move my army because someone used a portal next to Ar Agyr that apparently buffed nearby hordes, and I don't know if it wears off or what's getting effected by it exactly  :'(

Medron Pryde

  • Noble Lord
  • ***
  • Posts: 343
    • View Profile
Re: Netherworld
« Reply #99: June 02, 2016, 07:18:42 PM »
Yeah...pretty much it appears the end of the portals caused a monster and undead uprising across the continent.

Talk about a lot of battle reports coming in...

GundamMerc

  • Mighty Duke
  • ****
  • Posts: 929
    • View Profile
Re: Netherworld
« Reply #100: June 02, 2016, 11:04:55 PM »
Hah, in trying to blindly defeat the Daimons, the humans have seemed to have doomed themselves! D:

Medron Pryde

  • Noble Lord
  • ***
  • Posts: 343
    • View Profile
Re: Netherworld
« Reply #101: June 03, 2016, 06:56:31 AM »
Not really.

The fortified cities remain unbreached in most cases.

The undead and monsters are not generally capable of taking out a city defense...unless a lot of work has been done in previous weeks to reduce the walls and militia by constant wave attacks.

Which actually has been happening, and which is why some of the cities have fallen to this latest round of assaults...but those that remain should hold I think.

Unless the undead and monsters begin moving as one in large groups again as they did when they assaulted the Vales.  That would be unfortunate...

DeVerci

  • Noble Lord
  • ***
  • Posts: 247
    • View Profile
Re: Netherworld
« Reply #102: June 03, 2016, 03:16:55 PM »
If only Fronepu still had its walls and wasn't harassed by groups tiny groups of daimons that reset the recent-battle restriction on repairs/building :'(

DeVerci

  • Noble Lord
  • ***
  • Posts: 247
    • View Profile
Re: Netherworld
« Reply #103: June 05, 2016, 06:46:28 PM »
And now some daimons came all the way from Qrelg to sit in Fronepu for no real purpose, and despite losing the battle took very little-to-no actual casualties, and are already ready rallied and ready for more fighting the next turn. Meanwhile a 40k CS stack sits outside the city and I can't build walls. :'( We were doing pretty well too.

Lorgan

  • Mighty Duke
  • ****
  • Posts: 1185
    • View Profile
Re: Netherworld
« Reply #104: June 06, 2016, 12:47:46 AM »
Heh. We've got 35k running a TO of Unger, 7k of daimons in Sandefur and 4k daimons in Vore. And about 4-5k left ourselves and barely any gold. Only viable option left? Vatrona!
So yeah... Helm's Deeping it up, like some real badasses. :P