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January 26th, 2005, 02:08 PM
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Captain
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Join Date: Mar 2004
Location: Italy
Posts: 839
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: New Game: Age of Men
So on who's got a Watchtower will be able to bring his retreating mages to safety, meanwhile who's picked a castle has his retreating mages trapped inside ... not fair.
I'd suggest you can't script any mages that excedes the limitations. The tactical AI will start to buff them with shields, and all other stuff, then start spamming crap spells.
I'd change too the "retreat" option of the site searching mages. Keep in mind in a such game, Provincial Defence could be worth. Indeed some nations get a mage too in Provincial Defence (for 20 men).
I'd apply for site searching mages, and all mages outside/inside castle without their 25 troops retinue, the rule of not being scripted.
Those cases are purely defensive however, in attack you're forced to the 25:1 ratio.
I'd suggest an exception for Mercenary mages, as they could be considered always active. They're avaiable for all, and this could enhance their value. Don't forget if they retreat you'll lose them. So I'd believe this could be fair.
To substitute the uber-micro needed for the "all retreat", according to my rule, we can add an string to the scripted mages, to check better if someone tries to trick the house rule, like "***" (three asterisks) at the end of the mage name, to identify him as scripted. (We will notice so on an F2-A1 mage scripted doing something like Air, Summon Phoenix Power, Fireball, Fireball, Fireball ... meanwhile an AI lead F2-A1 mage casting Air Shield, Fire Shield, Charged Body, Air, some buffs, then spamming spectral warriors or something like =P )
__________________
- Cohen
- The Paladin of the Lost Causes
- The Prophet of the National Armyes
- The Enemy of the SC and all the overpowered and unbalanced things.
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January 26th, 2005, 08:16 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: New Game: Age of Men
I would use msew's rules, with the exception of capitals (i.e., you can stack as many mages there as you want without retreat orders). This would allow everyone a safe research base, while keeping the mages out of battle most of the time. While this would make players hard to kill, this is not neccesarily a bad thing. Also, you could always 'starve' the capital mages out from lack of gold.
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January 28th, 2005, 04:40 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
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Moving to QuickHost
It's really ridiculous that we are stalled again here for the 2nd day in a row. These should be 10-15 minute turns. To keep this from happening again I will be moving this game to 24hr quickhost once this current turn generates.
Additionally, if this current turn does not generate by 7pm Eastern US Time, I will force it. So, one way or the other, there will be a turn tonight and we will be on 24hr quickhost from here on out.
I'll send cohen a PM to warn him now as well since he is the only person out....
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January 28th, 2005, 05:04 PM
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First Lieutenant
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Join Date: Jul 2004
Location: Panama City beach, Fl, USA
Posts: 662
Thanks: 15
Thanked 6 Times in 5 Posts
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Re: Moving to QuickHost
Slow, deep breaths Ironhawk....
I'm the first to grumble when the turn isn't in, but lets keep in mind that this game isn't on quickhost. And even were we Quick Hosting, some players are going to stale. Complaining about it makes you feel better, but won't stop players from going out of town, or playing DaoC until they're blue in the face. So sharpen your pikes and host without them!
<Unless someone requests more time>
-Yc
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January 28th, 2005, 07:17 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
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Re: Moving to QuickHost
I'm not that upset, cactus. But its an adding insult-to-injury situation here, you have to give me that. I mean, not 2 turns ago I specifically sent out an in-game message asking people to respect the informal 24hr.
And of course I have no issues with people needing more time and going out of town, etc. But there was no communication to that effect. Coupled with the simplicity of these early turns some irritation is warranted.
Anyway, the game will be progressing tonight so there is that to look forward to.
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January 28th, 2005, 07:36 PM
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Corporal
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Join Date: Jun 2004
Posts: 160
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Moving to QuickHost
new turn is up
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