View Full Version : Single-Castle Game: OneFort (Started!)
Belac
January 26th, 2010, 01:23 PM
OK, we've got 10 players, I think we can start.
I've been curious to do this kind of game for a while. Essentially, no one may build a second fort; if you are given a fort by an event, or if you conquer an enemy fort, you must destroy it at the earliest possible opportunity and cannot recruit any units from it (except for a commander which will then destroy the fort, if you have no units in the province where the fort appeared).
I am open to suggestions on how to make the game workable under this constraint (see rule 3). Anyone with constructive criticism or ideas is welcome to post them.
Rules
Era: MA
Players: Wound up with 10.
Settings: Renaming on, Easy Research, Magic sites 55
Mods: CBM 1.6, Indy Commanders Only (http://forum.shrapnelgames.com/showpost.php?p=728820&postcount=42)
Diplomacy: Non-binding
Map: Streamlands (http://forum.shrapnelgames.com/showthread.php?p=713433)
Other rules
1) Fighting to the last breath is expected in this game. Seriously. When you start losing, the end will come VERY swiftly. Might as well play it out.
2) No water nations.
3) Since each nation's fort is very vulnerable, none of the following spells may be cast on another player's fort for the first 20 turns:
Seeking Arrow
Hurricane
Baleful Star
Rain of Toads
Horror Seed
Leprosy
Black Death
Blight
Melancholia
Fires from Afar
Volcanic Eruption
Raging Hearts
Flames from the Sky
Locust Swarms
Beckoning
Wolven Winter
Murdering Winter
Tidal Wave
They still may be cast on non-fort provinces at any time. After that, all bets are off. I'm not sure how enforceable that is--if anyone has suggestions I would be grateful.
Hosting: Start at 24 hours, but delays will be fairly liberal.
Victory Condition: Concession by the other players
Players:
Belac.........Vanheim
Grijalva......Bandar Log
Shovah32......Abysia
Frozen Lama...Ermor
Agent Smith...Jotunheim
Veto..........Pythium
Trom..........Caelum
Don_Pablo.....Mictlan
Statttis......C'tis
Michai......Pangaea
Grijalva
January 26th, 2010, 01:49 PM
is Ashod allowed? if so, then Ashod please, if not, then Bandar Log,
thanks
Belac
January 26th, 2010, 03:05 PM
I think this is one of the few situations in which I would allow Ashdod.
Squirrelloid
January 26th, 2010, 03:13 PM
I would note that Ashdod is more powerful in this situation, because most of its awesome is cap only.
rdonj
January 26th, 2010, 03:18 PM
Srsly. Cap-centric nations will be extremely powerful in this setup.
Belac
January 26th, 2010, 03:31 PM
Hmm...but everything is so resource-intensive, and gold-expensive, and research would be so slow with 1 mage/turn. I could be wrong.
Squirrelloid
January 26th, 2010, 03:59 PM
Hmm...but everything is so resource-intensive, and gold-expensive, and research would be so slow with 1 mage/turn. I could be wrong.
They have to deal with resource-intensiveness normally anyway. Both their sacreds and the Adon (and the forge/research giant commander) are cap only already. So a 1 fort game is sort of like a normal game for Ashdod for most of its primary combat units.
Sure, they're gold expensive. Until you realize 600g of giants easily kills 1000 gold of other units. Gold expensive is solved by expanding, not building castles. You do realize that all of Ashdod's castles cost like 1400 gold, right? So prohibiting anyone from building extra castles is net-advantage: Ashdod (they can afford fewer castles), even ignoring that everything really awesome is already cap-only.
Research: They don't need any. I mean, Alt 3 is always nice, and not that hard to get to if you care. But otherwise... blessed sacred giants will just pwn.
Belac
January 26th, 2010, 04:15 PM
Alright...having looked at Ashdod again (including its PD and fort options) I have come around. It is too powerful in this situation.
Shovah32
January 26th, 2010, 06:42 PM
Van is taken, so could I get.. hmm..
Abysia?
Grijalva
January 26th, 2010, 09:03 PM
...yeah, I've been playing around with Ashod in sp and it seems like with a doublebless Ashod would just dominate this game; their cap-only-ness is their only real weakness.
So that means I'll be going with my second choice: Bandar Log
Frozen Lama
January 26th, 2010, 09:47 PM
i'll take MA ermor. i'd say less than 10 provs per player. maybe 7 or 8, but you could pre=place the starts so no one is insanly close.
Agent Smith
January 26th, 2010, 11:06 PM
I would like to join as Jotunheim :)
Frozen Lama
January 26th, 2010, 11:46 PM
i vote to increase magic sites so that people can get more troops and commanders via summons
veto
January 27th, 2010, 04:08 AM
May I join as pithium?
chrispedersen
January 27th, 2010, 04:33 AM
MA mictlan would do better than you might expect in this setup.
veto
January 27th, 2010, 04:37 AM
I know) you prefer to see me as mictlan? ) I can )))
Trom
January 27th, 2010, 05:24 AM
Hello,
May I join as Caelum?
Ç:-)
don_Pablo
January 27th, 2010, 05:50 AM
As I see Mictlan is still available, isn't it?
Veto takes Pythium and Chris makes a compliment to Mictlan but he doesn't say he'll play it.
So I'll take Mictlan! :)
Belac
January 27th, 2010, 05:24 PM
OK, we've got 8 players. I'm hoping for 2 more, but if we don't get them we can start with what we've got. In the meantime, let's discuss the map. I posted a few ideas below, but other suggestions are of course welcome.
Here are some map ideas:
If we get 10 players:
Bering modded to have 10 starts (92 land provinces)
Hyborian Age (90 land provinces)
Tyrande II modded to have 10 starts (82 land provinces)
Threelake (92 land provinces)
If we still have 8:
Isle of Thrones (63 land provinces)
Sha Bay (68 land provinces)
If we get 12:
The Desert Eye (108 land provinces)
Northwest Middle Earth (113 land provinces)
A Pangaean Earth (108 land provinces)
Frozen Lama
January 27th, 2010, 08:24 PM
i vote bering
statttis
January 27th, 2010, 08:41 PM
I'll join as C'tis.
don_Pablo
January 27th, 2010, 11:30 PM
What about indy strenght?
veto
January 28th, 2010, 02:53 AM
May be indy 9?)
Grijalva
January 28th, 2010, 09:34 AM
I wonder if we should use better independents or just have a house rule that says "no indy troops or mages" or something like that.
The reason I ask is because I think BI-mod was designed to improve the AI's recruiting behavior rather than balance the game. In fact, it may be unbalanced, but I'm not sure.
Thoughts?
Also, what about mercs?
Belac
January 28th, 2010, 10:47 AM
I wanted Better Independents to prevent the wars between players to devolve into loads of indies recruited outside of forts. The game already has 2 not-really-enforceable house rules, and I hesitate to add too many.
Indies could be set high, but remember that our ability to recruit expansion parties is very limited. I wouldn't go higher than 7.
No problem with mercs, I think.
Valerius
January 28th, 2010, 12:42 PM
This game idea is interesting. I like that it avoids the mad castling that typifies the late game. Please sign me up as Eriu.
But Grijalva is correct that this makes indie mage sites even more powerful a factor in this game than they normally are. If you want to emphasize national units how about modding out sites that allow recruitment of commanders/troops?
Belac
January 28th, 2010, 12:58 PM
That is a good point. It's partially counterbalanced by the fact that any such site would be vulnerable to conquest (if other players' scouts see a lab in your territory, that province would become a target since you couldn't fortify it). More to the point, I don't know how to make that mod. But if another player wanted to, I'd be willing to use it.
Also, if we are going with one of the maps with fixed starts (I like wraparound maps, so Bering is my personal choice), someone also should mod those out. I don't know how to do that, but I would be grateful if someone would.
Valerius
January 28th, 2010, 01:32 PM
That is a good point. It's partially counterbalanced by the fact that any such site would be vulnerable to conquest (if other players' scouts see a lab in your territory, that province would become a target since you couldn't fortify it).
Absolutely, that's one of the nice things about these settings. I was thinking more in terms of the character of one's nation. Since you can only recruit one of your national mages per turn, if you find a couple of good indie mage sites it takes away from the flavor of your nation. It also should be noted that this potentially provides a huge research boost to nation's lucky enough to find good sites.
More to the point, I don't know how to make that mod. But if another player wanted to, I'd be willing to use it.
No problem. There's actually already such a mod on the llamaserver. I can compare it to Edi's current database to make sure we're not missing any sites and, if needed, upload a new version.
Also, if we are going with one of the maps with fixed starts (I like wraparound maps, so Bering is my personal choice), someone also should mod those out. I don't know how to do that, but I would be grateful if someone would.
I'm not a fan of wraparound maps myself but my main concern with Bering is that it's a lot of water considering there's no water nations. It does give an advantage to some nations (including my own). Frozen Lama and I are currently in a game on Threelake and I really like the map. Still has maybe a little more water provinces than would be ideal but not as bad.
Belac
January 28th, 2010, 01:50 PM
Although I agree about the flavor thing, I think the balance is more important (as you can always lab up in tribal provinces, unless BI takes those away).
As to maps, I see your point about Bering. Threelake looks much better, though. I would switch my preference to that.
So current mods are: CBM 1.6, Better Independents 2.1, No Mage Sites 0.1
Current favored map: Threelake
Anything else we should do?
Valerius
January 28th, 2010, 02:29 PM
Ok, I took a look at BI and Grijalva is right: aside from commanders there are a lot of units that are recruitable. In fact, since the intent is to help the AI, most good units are still recruitable. It sounds like what you had in mind for this game is no indie troops or mages at all - only indie commanders to ferry troops. Does that sound right? If so, we'll need to modify this.
Belac
January 28th, 2010, 03:23 PM
If you, or another player, could do something like that, that would be wonderful. I'm not sure about tribal mages; They aren't as unbalancingly powerful as magic-site indy mages, and everyone is likely to get the chance at them. As to indy units, I did have in mind that they would be nearly all unavailable (there's always the indy archer, but I don't think it would detract from this game to remove them too).
Valerius
January 28th, 2010, 05:06 PM
Sure, I can work on the mod.
The tribal mages aren't that powerful but everyone will be recruiting them so that they can get more than the one researcher a turn from their capitol. A big part of my concern with magic sites granting mages was based on my assumption that there wouldn't be tribal mages in the game. If there were no tribal mages then you'd have some nations recruiting only their capitol mage every turn while others recruited 2 or more depending on what sites they found. I think you can have tribal mages but not sites that allow mage recruitment but if you allow sites with mages then you have to have tribal mages as well.
But I like the idea of playing essentially a no indie map: allow only recruitment of non-mage indie commanders to ferry troops (maybe scouts as well?) but no indie troops. This helps emphasize national differences (for example, everyone can't recruit indie archers).
Belac
January 28th, 2010, 05:23 PM
I could go either way, so I will go with you. Make a mod restricting recruitment of indies to just commanders (and, I think, priests, but not scouts), and upload it, and we will use that, CBM 1.6, and the no mage sites mod.
Thanks!
Valerius
January 28th, 2010, 05:27 PM
Ok, one more thing to consider is gold/resources. Without indies and with only one castle you could easily have more gold than you can use for recruitment. Obviously these settings skew towards nations with low resources troops but I think there should be some way to use gold. Increasing resources from the default is one option. We could also allow tribal mages and even magic sites with mages and have that be an outlet for gold.
Another idea is to allow players to keep captured capitol forts. This provides an additional incentive to take an enemy capitol as it unlocks your non-cap mages and gives you another fort from which to recruit troops. This also helps with the problem of the last few players having more gold than early on but still just one fort in which to spend it. At the same time, you still won't have the number of forts you typically see in the late game.
Belac
January 28th, 2010, 05:47 PM
That is one reason I could go both ways on the tribal mages. Another gold factor is that people are going to be buying a lot of PD, in lieu of fortifications/larger armies.
Valerius
January 28th, 2010, 06:21 PM
Thinking it over, we might be best off allowing recruitment of any indie commanders (but no indie troops) as well as leave the magic sites with mages as is, as Frozen Lama suggests. This gives a couple of options for spending gold besides in one's capitol. In particular, with only one fort I think you have to allow indie scouts since no one can afford to waste their capitol recruitment slot on a scout.
Frozen Lama
January 28th, 2010, 07:25 PM
CF2 has made me hate non-wrap maps. i am in the exact center of threelake and it sucks. i will only play a non-wrap map if it has preset starts
Valerius
January 28th, 2010, 08:48 PM
Yeah, you have the one really bad start position in the game. We could probably switch the start positions around but I think it would be hard to avoid having anyone in the middle of the map.
Well, if we want a wraparound, what about Streamlands (http://forum.shrapnelgames.com/showthread.php?p=713433)? The same number of land provinces but only half as many water provinces as Bering.
Frozen Lama
January 28th, 2010, 08:59 PM
i vote streamlands
veto
January 28th, 2010, 11:12 PM
I vote for streamlands
Grijalva
January 29th, 2010, 12:00 AM
I'm all for the indie-less game, with exceptions for non-magic commanders and scouts...priests and tribal mages (the ones with the word "tribe" in their name) would be ok too IMO.
Valerius
January 29th, 2010, 06:42 AM
Attached is a modified version of CBM 1.6. Indie troops are not recruitable. Indie non-mage commanders, priests and tribal shaman are recruitable but not other indie mages. All magic sites that allow mage or troop recruitment have been removed.
It would be helpful if some test games were run using the mod to let me know if there are any problems. You will want this to be the only active mod when you create your pretender.
Grijalva
January 29th, 2010, 07:26 AM
nice, this will be really useful in test games too. Especially if you want to test out only national armies against each-other.
thanks
Belac
January 29th, 2010, 10:52 AM
Streamlands is fine by me. Assuming there's no problems with Valerius's mod, we are good to go.
Belac
January 29th, 2010, 03:31 PM
I found nothing wrong in a short test game. I'm putting the game up.
Belac
January 29th, 2010, 03:41 PM
OK, game is up. I went with indy strength 6 and 150% resource multiplier, to make resources keep pace with gold a bit.
Valerius
January 29th, 2010, 07:01 PM
The indie strength and resources settings sound good.
There are some things I missed in the mod:
* I didn't mod out the brigand lair site so villains are recruitable at normal cost if you find that site
* The burgmeister guard is normal cost
* Some of the triton units are also normal cost
* I should have modded out kelp fortress
I can make adjustments to the mod by Saturday or we can just use the honor system and not recruit those units if they are available (this of course will apply anyway since there are likely other things I missed).
Also a reminder that when creating pretenders you only want this mod active, not CBM.
Trom
January 29th, 2010, 08:23 PM
Hi,
Help, I have a problem when I try to download the "CBM 1.6, Indy Commanders Only". The link at Llama doesn't work. ¿¿??
Thanks,
Ç:-)
Valerius
January 29th, 2010, 08:54 PM
Trom, here is the correct link (http://forum.shrapnelgames.com/showpost.php?p=728820&postcount=42).
Belac, maybe we should put this link in the first post?
Belac
January 29th, 2010, 09:07 PM
I think we can do any indies you missed on the honor system, Valerius. Thanks for creating the mod!
Frozen Lama
January 30th, 2010, 12:09 AM
provinces 79 and 80 are missing connections
Grijalva
January 30th, 2010, 08:42 AM
I have an even more serious problem, Bandar Log starts the game saddled with 9000+ upkeep when the mod starts. It seems some of my starting units: atavetis and markatas, are effected by the mod. Probably because they apear as indies somewhere...
michai
January 30th, 2010, 11:02 AM
If its still possible, I would like to join in as Pangaea
Belac
January 30th, 2010, 12:05 PM
Alrighty, the Bandar Log thing is a real problem. Let's update the mod to re-normalize the costs of their units.
There should be room for Pangaea too, I think; That leaves 8.2 provinces/player. I'll change the max nations.
Frozen Lama
January 30th, 2010, 01:33 PM
elmokki fixed the map connection. Belac could you make sure to upload the correct map to llamaserver and add it to the game?
Valerius
January 30th, 2010, 02:34 PM
Grijalva, it works ok for me. My guess is that there's another mod active, probably CBM 1.6. I ran a test game with both OneFort and CBM 1.6 active and got the result you experienced. Please check Options --> View Active Mods to see which are being loaded in your test game.
Belac
January 30th, 2010, 02:35 PM
I will get to all this this evening.
Valerius
January 30th, 2010, 04:35 PM
Belac, can you replace me with michai? This will keep your player to province ratio the same. I think this is an interesting game concept but I really shouldn't join another game until one of my two current ones (both late game and time consuming) end.
I will of course make any changes to the mod that are needed and I could probably temp sub if that is needed at some point.
Trom
January 30th, 2010, 07:19 PM
Caelum ready :angel
Belac
January 30th, 2010, 10:09 PM
Michai, you can send in your pretender, since Valerius won't be. I'm about to put up the new map.
Grijalva
January 31st, 2010, 12:27 AM
I've tested it again and again:
I turn off all mods, and its fine, CBM 1.6 is also fine by itself. However, as soon as I enable the onefort mod I see this effect. Thank you for testing yourself Val, and no offense but are you sure of your results?
Valerius
January 31st, 2010, 01:35 AM
Thank you for testing yourself Val, and no offense but are you sure of your results?
No, actually I'm not. :) I just checked the unit prices in the recruitment screen instead of ending the turn to see my upkeep the following turn. The problem is I didn't change the starting army from the original unit numbers to the new ones.
I will fix this and go ahead and correct the other things I mentioned earlier at the same time.
Valerius
January 31st, 2010, 03:33 AM
Attached is a version of the mod that fixes Bandar's starting army. Other fixes:
* brigand lair and kelp fortress sites have been modded out.
* Villains made non-recruitable.
* Triton units are no longer recruitable.
* The burgmeister guard is no longer recruitable.
None of these changes have an effect on pretenders so I don't think they need to be resubmitted. To this end, I've kept the mod name the same (but if you want to confirm you have the correct version, the mod description indicates this is the version that fixes Bandar's starting army).
Note that even if you don't resubmit your pretender you will want to download the revised mod and replace the old one.
Belac, we'll also have to upload the mod to the llamaserver again and have the game use this version.
Edit: Also should change the link in the first post to http://forum.shrapnelgames.com/showpost.php?p=729096&postcount=63
Trom
January 31st, 2010, 10:36 AM
Pretender of Caelum resubmitted with the revised mod :up:
Valerius
January 31st, 2010, 05:34 PM
Sorry about this, but I've been thinking it over and it would have been better to only increase the resource cost on non-recruitable units, not the gold cost. Since we don't have AI nations in this game there's no need to worry about the AI still recruiting those units, and I don't want to risk a random event increasing someone's upkeep cost by thousands of gold.
So, please replace your mod with the version attached to this post. But I don't think there's a need to resubmit pretenders.
Belac, hopefully you didn't upload previous fix to the llamaserver yet. Please use this one.
And, the link for the first post: http://forum.shrapnelgames.com/showpost.php?p=729161&postcount=65
Belac
January 31st, 2010, 05:43 PM
OK, new mod uploaded.
Trom
February 1st, 2010, 05:01 AM
Pretender of Caelum re-resubmitted with the re-revised mod :p
Belac
February 1st, 2010, 11:01 AM
OK, we are missing:
Shovah32......Abysia
Veto..........Pythium
Don_Pablo.....Mictlan
Statttis......C'tis
I will PM them and see what is up.
Belac
February 1st, 2010, 11:30 AM
Shovah seems to be late submitting a pretender to another game as well.
Belac
February 1st, 2010, 01:39 PM
C'tis and Mictlan are in. Veto is having computer trouble and should get his god in thursday. We will be starting then. Anyone who is in contact with Shovah, give him a ping?
Frozen Lama
February 2nd, 2010, 09:10 PM
this is getting ridiculos. can we just start? its been how many days since the game went up? 3 or 4 days? maybe 5
Belac
February 3rd, 2010, 10:48 AM
We're just waiting for Veto. Any other votes to start without him?
don_Pablo
February 3rd, 2010, 01:55 PM
We're just waiting for Veto. Any other votes to start without him?
You are wrong.
His pretender is in and we are waiting for Shovah32 and his Abysia.
Belac
February 3rd, 2010, 02:00 PM
Then let's start, since Shovah32 seems to be late on his pretender in another game and has given no such good excuse.
I'm sorry, Veto, I didn't check the llamaserver. I figured you'd post in this thread when your god was in.
I will start the game in about 45 minutes.
Belac
February 3rd, 2010, 03:04 PM
Sorry for the delay. Game is rolling.
veto
February 3rd, 2010, 11:18 PM
I have a problem(
Game claims for onefort2.dm(
Tried both copies of mod- no effect
What to do?(
Frozen Lama
February 3rd, 2010, 11:40 PM
i had the same problem. as did agent smith. good news is its a simple fix:
i assume you have the mod valerius gave downloaded. just find it in the mod folder, its called onefort.dm or something. jsut rename it with a 2 at the end in front of the .dm and voila!
Grijalva
February 6th, 2010, 02:26 AM
I noticed that the gold-price for indies is still 9000 or so...does this mean that if someone is "lucky" enough to get the militia event, its game over? :-)
Trumanator
February 6th, 2010, 02:47 AM
The militia event should have been changed so that you get a different unit number militia that will not have had its price increased.
Valerius
February 6th, 2010, 04:42 AM
Because I was worried about this possibility, in the final version of the mod (http://forum.shrapnelgames.com/showpost.php?p=729161&postcount=65) I removed any references to gold costs of 9000 and went with just resource costs of 800. I just took another look at the mod and can't find any references to a gold cost of 9000. Do you definitely have the last version of the mod active?
Grijalva
February 6th, 2010, 09:10 AM
well shut my mouth, it seems that I played the first turn with the older version...don't know how I overlooked that...
Anyways, I've got the newest version now and it is just as you said it should be,
thanks Valerius
Frozen Lama
February 7th, 2010, 03:44 PM
i see we have some rather close starts.... random staring locations FTW. now, everyone Fight!
veto
February 9th, 2010, 10:44 PM
Pithyum declared war upon bandars.
We wish them good luck.
Frozen Lama
February 9th, 2010, 10:53 PM
Yeah! go pythium. that crowded corner needs to fight!
veto
February 9th, 2010, 11:46 PM
Everybody dance now!!!!
If seriously it seems to be rather funny but very fast fore most of us. and there is a big profit being far from fights-there is little profit of expansion
Grijalva
February 10th, 2010, 12:29 AM
hmmm, it seems war has indeed been declared...I'm having a critical error with my turn though...I get the "nargot gick..." message box within which it says: "getmany failed" right after I try to access this new turn and the program closes. I've never had this problem before...any ideas?
Valerius
February 10th, 2010, 12:57 AM
I didn't come across much when searching the forum. Have you tried deleting your .2h and .trn files and resending the turn from the llamaserver (and rebooting your computer for good measure)?
Grijalva
February 10th, 2010, 04:51 AM
Fixed, deleting the .2h and .trn files worked perfectly; they must have gotten corrupted or something during the download.
thanks,
Grijalva
Belac
February 11th, 2010, 04:29 PM
Yeah! go pythium. that crowded corner needs to fight!
Crowded corner? It's crowded all over!
Vanheim cordially invites the foreign nations camped next to our cap over to quaff some mead.
Belac
February 17th, 2010, 12:29 PM
C'tis seems to have 2 forts. Please demolish one of them.
statttis
February 17th, 2010, 12:42 PM
C'tis seems to have 2 forts. Please demolish one of them.
Already on it. Of all the games in which to find a free fort site...
:doh:
Belac
February 17th, 2010, 01:05 PM
OK, fort is deleted. Thanks!
How are people finding the game so far? Does this format seem interesting?
veto
February 18th, 2010, 03:40 AM
I can't say just now... exteremly close start))) no fort anyway
Grijalva
February 18th, 2010, 07:32 AM
Sorry Belac (Vanheim), I don't mean to rub salt in your wound, but as a neutral observer I can't help but comment on the Mictlan's Prince of Death, Angmar.
1: He shut down my capital on like turn three, so my lands too have felt Angmar's terror
2: He fought the Dragon god of Vanhiem and slew him in a pitched battle in Mictlan.
3: He then single-handedly defeated a decent sized vanhiem army hellbent on revenge.
epic...now somebody please kill him.
As for the game-format, I like it. Its a bit faster paced than most games and the action really starts early.
Belac
February 18th, 2010, 11:21 AM
Reports of my death have been greatly exaggerated. I am wounded (for that matter, so is the Mictlan Prince of Death), but my disappearance from the front lines is due more to the fact that my mages are 1 turn away from researching a spell I need than to any death on my part.
Also, I only lost the siege of Mictlan because I didn't have enough Einheres. I will be back.
Frozen Lama
February 18th, 2010, 07:17 PM
I really like this game so far. one of the most interesting games i've ever been in. and i find mictlan's play interesting. when i saw an awake god i was like "Bah, what a n00b!" but he seems to be doing quite well
Grijalva
February 19th, 2010, 02:38 AM
I myself was pretty surprised that Mictlan didn't take a massive bless for those jags.
I still think he'll wish he had though...
Belac
February 19th, 2010, 01:10 PM
Seriously, though, don't count your Nahualli before they hatch. Mictlan only defeated my siege of his cap because I stupidly invaded before doing sufficient research, he wounded but didn't kill my god, and he has 4 provinces. He's got fight left in him, but so do I.
Grijalva
February 20th, 2010, 04:30 AM
Yeah sorry, I saw your hero dead in the hall of fame and assumed it was your god, since its hard to differentiate between a flyer getting killed and retreating.
On another note: my Markata prophet finally made it into the hall of fame. His heroic ability? Unequaled Obesity! YES!
Valerius
February 20th, 2010, 11:05 AM
I'm very interested to see how the end game plays out. Not having forts all over the place really changes things - I think in a good way.
Grijalva
March 6th, 2010, 01:36 AM
Belac, I appreciate your keeping a close eye on the game, but I have to say I think you should stop delaying 12 hours every day just so that Pythium doesn't stale.
Its nice the first time, but its clear that he just doesn't make the time to submit his turns.
Anyway, its not my call, but I vote for delays only upon request.
thanks
Belac
March 8th, 2010, 11:02 AM
In any event, since Mictlan smashed my army (not really using his god for most of it, just a powerful communion), I am pretty well done for. I'll fight it out, but there will soon be need for another admin I fear.
Grijalva
March 8th, 2010, 10:57 PM
Well, since I complained not long ago it seems only right that I take the mantle :-)
I haven't hosted a game before but it can't be that hard. Just pm me when you're ready.
That is, of course, unless anyone has any objections. In which case I don't mind.
Grijalva
March 13th, 2010, 12:02 AM
something strange happened last turn: I took Jotun's fort and fought a "break-siege" battle there too as Jotun AI tried to attack my sieging force- nothing strange there.
But at the end of my turn (the last message)I was informed that my "undefended province in jotunheim has been taken by the enemy"
I checked and somehow barbarians managed to attack me AFTER I took the fort...strange.
Anyway, this turn I broke that "siege" and am ordering destruction of the fort. I have last-turns file saved if anyone wants that confirmed independently.
I still don't know how that happened though.
Frozen Lama
March 13th, 2010, 12:13 AM
when you storm the fort, and suceed, your units are automatically set to "defend castle" thus the barbs faced no opposition
Grijalva
March 13th, 2010, 12:32 AM
makes sense, but I got no message of the barbarian-attack-event. Besides which, wouldn't the barb-attack happen before the siege-battles?
Frozen Lama
March 13th, 2010, 12:43 AM
the message went to jotunheim.
the attacks happen in random order iirc. or maybe event battles happen last. but i know it happens a lot
Belac
March 15th, 2010, 12:19 PM
OK, I am pretty dead. Handing over the admin reins to Grijalva.
Thanks all!
I fought that war pretty badly. Not sure if I would have won had I done better, but I definitely did a lousy job.
don_Pablo
March 15th, 2010, 01:17 PM
I was afraid of you researching Rain of Stone.. But you didn't..
Good luck. See you other games. ;)
Grijalva
March 24th, 2010, 04:42 AM
I've set the hosting to 48 hours since it seems a few people (myself included) are having trouble with the 24hour time-frame. However, if people object then do say so and I'll turn it back to 24h.
thanks,
Grijalva
Grijalva
April 6th, 2010, 07:20 AM
Well guys, it looks like ctis and pangea have staled out and that this game is otherwise becoming excessively boring.
It seems a bit much to try to find two subs for these guys since I myself am quite tired of this game.
So I'm going to suggest that we declare this experiment finished rather than try to slug it out until late-game.
But first I want confirmation that you guys are ok with that. I can keep it going if you all insist, set the two most powerful nations to AI if we can't find subs, but I just don't think its worth it at this point.
let me know....
don_Pablo
April 6th, 2010, 10:19 AM
I agree. Let's finish it.
I even was ready to suggest that myself but decided to put it off a bit.
Frozen Lama
April 6th, 2010, 11:11 AM
Well that's lame. for some reason i never looked at the staling data for this game. stattis is staling out in another game, so that's not suprising. yeah, its time to end this game
Grijalva
April 7th, 2010, 12:29 AM
right, perhaps I should have paid more attention myself. Anyway sorry to be the final host of such an anti-climactic
game.
...ending it now...
Trom
April 7th, 2010, 03:22 AM
It was a peculiar game.
;)
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