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  #31  
Old April 14th, 2010, 07:58 PM
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Default Re: Hurt_Locker (Started)

I'm really enjoying the 24-hour turnaround that has survived for so long, but it does look like someone (Atlantis?) may be starting to struggle with the pace.

Would it be a good idea to extend the turnaround time just a little, say to 26 hours, to prevent the backwards creep of the due time?
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  #32  
Old April 15th, 2010, 07:12 AM
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Default Re: Hurt_Locker (Started)

okay, changed to 26 hour interval
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  #33  
Old April 18th, 2010, 01:10 AM

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Default Re: Hurt_Locker (Started)

Oh, I hate the game manual. It states that all the global enchantments take place on step 15 and friendly movement on step 12. So, I assumed that's completely safe to move my forces out of water while casting Sea of Ice simultaneously. Instead, my army refused to move and it seems that my troops are now locked for long time, because my income of astral is very low (to dispel it). It's a real disaster for Atlantis.
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  #34  
Old April 18th, 2010, 06:38 AM

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Default Re: Hurt_Locker (Started)

Quote:
Originally Posted by danbo View Post
Oh, I hate the game manual. It states that all the global enchantments take place on step 15 and friendly movement on step 12. So, I assumed that's completely safe to move my forces out of water while casting Sea of Ice simultaneously. Instead, my army refused to move and it seems that my troops are now locked for long time, because my income of astral is very low (to dispel it). It's a real disaster for Atlantis.
Well that bites ... were you moving from an underwater province you owned to a land province you owned ? I can't seem to find my manual right now.

Looking on the bright side I see you have some handy indies available with which to dispose of your "Sea of Ice" caster. Don't think about the lost gems ... its not like ATLANTIS has any use for water gems
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  #35  
Old April 18th, 2010, 06:49 AM
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Default Re: Hurt_Locker (Started)

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Originally Posted by Digress View Post
Looking on the bright side I see you have some handy indies available with which to dispose of your "Sea of Ice" caster. Don't think about the lost gems ... its not like ATLANTIS has any use for water gems
The painful part might be that the caster is his pretender.

I feel your pain, danbo. But Illwinter make much better games than they make documentation, so if you're about to do something you've never done before, its best to try it out in a single player game first.
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  #36  
Old April 18th, 2010, 11:54 AM

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Default Re: Hurt_Locker (Started)

Thanks, Digress, for pointing out thouse indies. It's good alternative to kill the caster instead of dispelling. But it's still a few turns to get there and the caster is pretty rare occurence of W4 mage. I definitely should have tested this and I even had a map where the situation was almost set up.
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  #37  
Old April 18th, 2010, 01:39 PM
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Default Re: Hurt_Locker (Started)

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I definitely should have tested this and I even had a map where the situation was almost set up.
yeah, the only problem with that is that if you test everything it takes forever and makes the game pretty tedious. Asking questions on the forum is a good alternative to testing most of the time I think. Or just roll the dice and learn from your mistakes.
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  #38  
Old April 18th, 2010, 05:58 PM
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Default Re: Hurt_Locker (Started)

It's not looking good. After a brilliant, fast-moving 37 turns with no stales, TC has staled once without notice and it looks like he might do it again this turn. He hasn't logged on to the forum for a day and a half.

If he does stale again, I would recommend we get him turned AI before the following turn. What do others think?
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  #39  
Old April 18th, 2010, 08:00 PM
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Default Re: Hurt_Locker (Started)

well i don't want to be too quick on the trigger - it hasn't even been two days yet. But if he does disappear we will figure something out so he doesn't just stale out. I added 24 hours and sent him a PM in the meantime.
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  #40  
Old April 18th, 2010, 11:46 PM
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Default Re: Hurt_Locker (Started)

Quote:
Originally Posted by danbo View Post
Oh, I hate the game manual. It states that all the global enchantments take place on step 15 and friendly movement on step 12. So, I assumed that's completely safe to move my forces out of water while casting Sea of Ice simultaneously. Instead, my army refused to move and it seems that my troops are now locked for long time, because my income of astral is very low (to dispel it). It's a real disaster for Atlantis.
BTW, I think I may have figured out what happened here.

Some GEs have an effect that "fires" every turn. For example, the Mother Oak that danbo created awards Nature gems each turn when the GE fires in step 15.

Sea of Ice is different in that it doesn't fire at all - it does nothing in step 15. Instead, its mere presence prevents movement between land and sea, so that effect will apply from the moment the GE comes into existence. That happened very early in the turn, when all spells (including GEs) are cast.

Just a theory ...
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