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January 7th, 2007, 05:54 AM
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Second Lieutenant
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Join Date: Jun 2004
Location: Lakewood, CO
Posts: 596
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The Fall of Atlantis
In Early Fall the prophet of Atlantis fell in battle with the forces of Caelum. Atlantis, having attacked Caelum for no apparent reason, moved its forces to the south, led by their prophet, and far from their home. The militia of Caelum, moved to action by the threat to their peaceful homes and this insult to their dignity, surrounded the army of the prophet of the false god and slew them. The prophet was slain when, attempting to flee from the losing battle, it entered a home of one of the Caelian residents living near the battlefield. But disaster befell the prophet when it ransacked a magical experiment belonging to the homesteader, which discharged its energies and electrocuted the invader where it stood.
As everyone knows, the prophet speaks the will of its god, and often foretells the future, though the meaning of the prophecies is not always easily understood. This was no exception, as the very next month the false god of Atlantis was slain in battle with the Army of Glorious Overflight. It turned out that the meddling of the Atlantian prophet revealed the key to better controlling the magical energies innate to all Caelians. When the false Atlantian god next ventured into Caelian lands, the Caelian mages were ready. No sooner had the battle began than the false god was barraged by lightning. When the volley was over, the false god lay face down in the dirt, twitching helplessly, unable to move as the battle went on around him. After a few short minutes the defeated Atlantian army fled, uncaring or ignorant of the plight of their so-called god, abandoned to his death on the battlefield behind them.
Can any true nation of honor treat their deity in such a way? Everyone knows the Atlantians do not value life as civilized nations do. But such callousness, we had thought, was even beyond them. We will not again be taken by surprise by the cruelty of the Atlantians.
Sarosh of Caelum
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January 7th, 2007, 11:32 AM
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First Lieutenant
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Join Date: Oct 2006
Location: East Norriton, PA
Posts: 744
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Re: The Fall of Atlantis
well, they have gills. Would you trust anything with gills?
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January 8th, 2007, 06:47 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
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Re: The Fall of Atlantis
Quote:
Sheap said:
Can any true nation of honor treat their deity in such a way? Everyone knows the Atlantians do not value life as civilized nations do. But such callousness, we had thought, was even beyond them. We will not again be taken by surprise by the cruelty of the Atlantians.
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This is truly a disturbing revealation. It is always a shame when any pretender falls, for it weakens the glory of our standing with the mortals. But for one's own follows to abandon thier leader in such a fashion... it is disgraceful. Let us hope that when the Atlantean priests recall thier god that he takes suitable punishment upon the unfaithful!
Viridus Pontifex
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January 10th, 2007, 03:12 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
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Thanked 45 Times in 35 Posts
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Destruction of Bogus
Feeling the noose of Pythium forces closing around his position, the bandit Bogus attempted to instigate *yet another* rebellion in the pythium capital. Needless to say, the small band of knights and thier rabble companions were quickly put down. The following month, the army tasked with the destruction of Bogus and his rag-tag band of followers finally managed to corner him in an isolated forest clearing. The battle was short and decisive, with his band providing only the most meager resistance. The majority of them were slaughtered where they stood with only a Gryphon Knight and Troll Mage managing to flee the field. The empire of Pythium still considers these two rebels very dangerous and will provide a reward of 50 talents of gold for any information leading to thier capture.
Today was a good day for all the civilized nations of the world. Bogus's death will send a clear message to bandits everywhere - your actions will not be tolerated!
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January 27th, 2007, 05:16 AM
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Second Lieutenant
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Join Date: Jun 2004
Location: Lakewood, CO
Posts: 596
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Re: Concepts of Creation: Conceptual Balance (sign
OK, I can set the nonplaying players to AI if that is the consensus.
I can also fix the mod and uplaod a new version, but anyone would have to redownload the mod before casting the spell, or they will get flagged for cheating.
I don't know why Atlantis got flagged for cheating earlier. I looked at the turn it happened, but without the turn previous, I couldn't really see anything. I unfortunately stopped saving all the turns after I put myself AI.
QM tried to play his turn using the beta of the next patch. Unfortunately this is an incompatible version change and thus the server crashed. I had to erase QM's orders, so he will need to replay, using the 3.04 version like everyone else. This resets the turn timer.
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January 27th, 2007, 06:11 AM
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Major
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Join Date: Sep 2005
Posts: 1,122
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Re: Concepts of Creation: Conceptual Balance (sign
Now I understand why I'm cheating. I think it is when I recruit those cheap independent witchdoctors. Seems like they cost only 8 gold.
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January 27th, 2007, 08:04 AM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
Posts: 790
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Re: Concepts of Creation: Conceptual Balance (sign
I can't find the witchdoctors in the mod. Is it a general bug?
In case of the siege golems it would be nice you could fix the mod on the server and offer a new download. It should be only necessary to download it when someone want to cast siege golems.
For the inactive players oceania and T'ien Ch'i i would prefer finding a sub, but if nobody wants it you should set it ai. T'ien Ch'i has an increase of troops this turn but it should be just some militia/flaglants event, right?
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January 27th, 2007, 05:55 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
Thanks: 8
Thanked 9 Times in 7 Posts
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Re: Concepts of Creation: Conceptual Balance (sign
Quote:
Folket said:
Now I understand why I'm cheating. I think it is when I recruit those cheap independent witchdoctors. Seems like they cost only 8 gold.
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In the very original mod that was attached to this thread witchdoctors were 8 gp. Closerly after we started the game though, or just before, a patch to the mod was given, where I think that witch doctor bug was fixed.
If your mod says witch doctors are 8 gp, and the server says witch doctors are 120gp, that would explain why it says you are cheating.
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February 1st, 2007, 04:13 AM
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Second Lieutenant
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Join Date: Jun 2004
Location: Lakewood, CO
Posts: 596
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Re: Concepts of Creation: Conceptual Balance (sign
Due to emergence of official 3.06 game version I will now remove this old 3.04 based game. I will, of course, still have all the game files for posterity.
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February 1st, 2007, 06:13 AM
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Corporal
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Join Date: Apr 2004
Posts: 175
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Re: Concepts of Creation: Conceptual Balance (sign
Ironhawk, Folket,
Back to the 40% vp condition being in my opinion to easy and perfectly fine in your opinions.
On my side I point to the sudden, sort of trick move, end to our game and others using these low threshold victory conditions.
Your counter argument is that people should have built castles on the vp provinces right away,
The reality is that people don't build the castles on those provinces early on to the detriment of their regular buildup. Ironhawk even mentions the gamemaster should urge players to build early castles on their vps.
Sounds a little gamey doesn't it? The game victory conditions should naturally reflect a victor, someone with the dominant position, without playing to the victory conditions themselves. Hosts should not have to advise players to alter their gameplay to avoid certain victory condition pitfalls.
Folket says "from this game we will learn that VPs can't be left undefended. In next game a raid will be much harder."
Truth there, but you miss the next move down in this logic. If a certain number of players are aware of this tactic they will indeed sacrifice their normal objectives to fortify every vp province in their possesion, which may fall very nicely into the hands of those players who do NOT make the sacrifice and gain an advantage over them. As long as a good number of vp provinces are early fortified, the strategy is foiled, therby benefitting all players including those who do not make that sacrifice.
Another point is we have tried the low threshold victory condition game. It requires, at best, no choice stratagies to accomodate and specific host warnings to players.
Would it kill you to just crank up that threshold just a wee bit and see how that goes?
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