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November 19th, 2008, 02:04 AM
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Lieutenant Colonel
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Join Date: Nov 2008
Location: Leptis Magna
Posts: 1,329
Thanks: 23
Thanked 21 Times in 13 Posts
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Re: MA Newbie game - Faltering_Steps - Running
Quote:
Originally Posted by Fakeymcfake
It's a bit soon to switch to 48 hours in my opinion. Especially considering that turns at this point take about 5 minutes to complete, if even.
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For me, it is not matter of the time to complete the turn but rather the time I have available to download, boot up, play, and e-mail my turn back. I sometimes don't play everyday, but every other day and it is more convienent for me to upload my turn when I'm online the following day.
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November 21st, 2008, 09:16 PM
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Corporal
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Join Date: Nov 2006
Location: Boston The Athens of America
Posts: 143
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Re: MA Newbie game - Faltering_Steps - Running
The winds whip across the barren landscape. Deep within the scared caverns on which the ancients carved occult symbols of arcane knowledge, Vesta Princess of Witchcraft, Goddess of Fishermen is uncovering ancient legends of dark wisdom. This strange knowledge is helping her call hero's back from the dead to expand the Ermorian Empire.
Vesta will grant you life after death. You must all join with the Dark Goddess.
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November 21st, 2008, 10:52 PM
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First Lieutenant
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Join Date: Nov 2003
Location: Hobart, Australia
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Re: MA Newbie game - Faltering_Steps - Running
Quote:
Originally Posted by Septimius Severus
For me, it is not matter of the time to complete the turn but rather the time I have available to download, boot up, play, and e-mail my turn back. I sometimes don't play everyday, but every other day and it is more convienent for me to upload my turn when I'm online the following day.
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Yeah, its often finding the time to play that's hard (more so than the time to actually execute the turn) especially in the early turns.
But one thing that can speed up the game by almost a factor of two is if the person that takes the last turn (the turn that triggers hosting) can hang around a few more minutes and play the next turn as well.
Just a suggestion.
__________________
There are 2 secrets to success in life:
1. Don't tell everything you know.
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November 22nd, 2008, 11:29 PM
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Corporal
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Join Date: Nov 2008
Posts: 148
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Thanked 27 Times in 9 Posts
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Re: MA Newbie game - Faltering_Steps - Running
Y'know, he's got a point. Septimius Severus, you were the last player to take a turn last round, so five minutes after you mailed in your orders you should have received another turn. Surely it's better to take it straight away, while you're still running Dominions?
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November 26th, 2008, 08:35 PM
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Corporal
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Join Date: Nov 2006
Location: Boston The Athens of America
Posts: 143
Thanks: 7
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Re: MA Newbie game - Faltering_Steps - Running
Ermor is on the move. More and more faithful are returning from the realm of the dead to serve. Vesta princess of witchcraft goddess of fisherman is swiftly obtaining the dark occult wisdom of the ancients. All hail Vesta the true goddess, she who will soon release the assembly of the royal ancestors to infest the world.
Ia Ia Ia.
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November 27th, 2008, 04:05 AM
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Lieutenant Colonel
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Join Date: Nov 2008
Location: Leptis Magna
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Re: MA Newbie game - Faltering_Steps - Running
Quote:
Originally Posted by Lokean
Y'know, he's got a point. Septimius Severus, you were the last player to take a turn last round, so five minutes after you mailed in your orders you should have received another turn. Surely it's better to take it straight away, while you're still running Dominions?
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Yeah, although, as the game progresses I need more and more time to plan my moves, adjust my scripts, etc., especially me being a noob and all. Quite a bit of micromanagement it seems. I wonder if there is anyway to route production queues to a certain province (waypoints), like in Space Empires.
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November 27th, 2008, 05:05 AM
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Corporal
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Join Date: Nov 2008
Posts: 148
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Re: MA Newbie game - Faltering_Steps - Running
Alas, no, there's no pathing commands. But I'm sure you can't be having a micromanagement problem yet, can you?
On the subject of scripts, are you aware that you can save a commander's script and paste it into another commander? It's [ctrl]+[number key] to store a list of commands on the army setup panel and [number key] while mousing over another commander to paste them in.
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November 29th, 2008, 03:24 AM
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Corporal
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Join Date: Nov 2008
Posts: 148
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Re: MA Newbie game - Faltering_Steps - Running
Due to the immanent stale turns from two players and the fact I'm going to bed, I'm going to delay hosting by 12 hours. I'd rather wait 12 hours (or less, depending on quickhosting) than have two players lose a turn this early on.
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November 30th, 2008, 06:58 PM
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Lieutenant Colonel
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Join Date: Nov 2008
Location: Leptis Magna
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Re: MA Newbie game - Faltering_Steps - Running
Quote:
Originally Posted by Lokean
Alas, no, there's no pathing commands. But I'm sure you can't be having a micromanagement problem yet, can you?
On the subject of scripts, are you aware that you can save a commander's script and paste it into another commander? It's [ctrl]+[number key] to store a list of commands on the army setup panel and [number key] while mousing over another commander to paste them in.
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Not yet, but I always like to deliberate and consider my options. Says something about the excellent strategic elements of the game.
I suppose that since troops cannot move without a commander, waypoints or pathing would be out of the question.
Thanks, did not know about those script saving keys. Any way to have paid recruitment (and some ritual recruitment) automatically join a designated or default commander in a province? Garrison just sticks em in the middle of the battlefield, I'm guessing with some default commands or under a PD commander.
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November 30th, 2008, 07:17 PM
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Corporal
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Join Date: Nov 2008
Posts: 148
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Thanked 27 Times in 9 Posts
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Re: MA Newbie game - Faltering_Steps - Running
Not as far as I'm aware. I seem to remember that if you assign a unit's own freespawn to it subsequent freespawn join the squad, but that's the only case I can think of where recruits don't go straight into the garrison.
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