sounds interesting, and I might join, but your links just return "put game XML here" or something along those lines.Instead of saving and loading files (which you can't really do with Flash in a browser window), I designed the game to work by cutting and pasting XML. If you grab a game state from the last thread and paste it into that window, you can check out that game.
It does sound interesting, but I have no idea how to play. I looked at the links on the last thread a while back, and had no idea how it worked.What's confusing you? If the interface isn't intuitive enough, it sounds like something I need to address. Or is it the mechanics that you're not grokking?
What's confusing you? If the interface isn't intuitive enough, it sounds like something I need to address. Or is it the mechanics that you're not grokking?
Being asked which player I am seems like a bad arrangement. It appears that anyone can view/act as other players just by claiming to be them. Or at most, copy and pasting their XML from the thread.Yes, anyone can see everything on the map; there's no fog of war. This is more or less by design, actually. I could stick "explored by player X" tags on the tiles, but the problem with that is that the XML is very human-readable. You could still learn everything you want to know by reading the XML, and having a hoop to jump through would just give a huge advantage to those willing to jump through it. The alternative would be to produce different XML files for each player, but that would just be a huge hassle all around - for me, as the programmer, for the game administrator, who would have to PM a ton of files around, and for the spectators, who wouldn't get to spectate.
There doesn't seem to be much of anything to do...Ah, yeah. It's a PBEM, so the player interface only produces orders. It then generates a "turn orders" XML file, which you give to the administrator. The admin loads the game file, loads in all the orders, and hits "run turn", which gives him an event log and a new game state for the next turn. The players take the new turn file, set up their next turn's orders, and the cycle repeats.
How do you gain free population?
Well, you can recruit troops and stuff in city, and city produce labor and gold. It might be more effcient to have several cities rather than a huge one. P.S. I'll edit my turn as well then.
In a real game I guess we should send the turns by PM to the MJ so that we can't spy on each other, but since this is a beta, is ti that important?
Oh, I'd have run the turn yesterday, but I didn't realize Sheb had edited his turn instead of posting again. I just counted four turns after my post. Sorry about that.
Doomblade, Kashyyk is correct. Free population does nothing but eat food. Labor is produced by cities, the larger the better. Base production is 0, 1, 1, 2, and 3 labor for size 2-6 cities, if I'm remembering right off the top of my head - but you can't grow a city to size 6 without an aqueduct, which requires an engineer's guild, which produces 1 labor itself, so in practices every size 6 city produces 4 labor.
Ti to run the turn. Kashyyk, will ye do it?
Just a small question for Vanigo- can we trade with other players?I didn't build any trading into the game, on the theory that that type of thing could be handled by the admin. So, yes. Not without a viable trade route, though, preliminarily defined as a road or enough ships to make things plausible.
XML Parsing Error: not well-formed
Location: http://dl.dropbox.com/u/28942516/GameRules011.xml
Line Number 52, Column 40: <builton><type code="forest" /><type="swamp" /></builton></improvement>
Fixed. Wasn't really causing any major problems anyway, though; Firefox just didn't want to display it.Quote from: Ruleset ErrorXML Parsing Error: not well-formed
Location: http://dl.dropbox.com/u/28942516/GameRules011.xml
Line Number 52, Column 40: <builton><type code="forest" /><type="swamp" /></builton></improvement>
Here's the results I got from running it locally anyway (and yeah, ran fine regardless):Okay, so maybe I introduced and then fixed a bug without noticing, and the cached version on some people's machines hasn't updated. That's the only thing I can think of, anyway. (Although it doesn't make much sense, since I haven't touched anything related to food production in months...) Could you try clearing your cache, re-downloading, and trying again?
...why are the resources in a different order?
Spoiler: Empire of Tenusad (click to show/hide)
How does claiming over water work? It doesn't seem to want to let me claim anything that's only adjacent to a claimed water tile.This is as intended. To claim a tile, it must be either adjacent (including diagonals) to a land tile you already claim, or it must be a land tile adjacent to a sea unit you control. (A flying unit over water probably works, too, come to think of it.)
They allow trading between road-connected empire, and I guess they makes moving around easier.
At this point I should state that there is no way in hell I'm letting you have all that juicy island for you alone.I'm not especially interested in the northern half, but good luck getting both that and a fair chunk of the mainland.
I want to build two 1 labour improvements, but that apparently costs 3 labour. How come?That's a bug, and one I've seen reported before. I've never seen it myself, though, and I have no idea how to replicate it. If you can reproduce it, could you give me step-by-step directions, please?
Or better yet: one of you drop his claim on that island, in exchange for a tribute to be paid in Pegasi?Thats pretty much what I had in Mind. But then again...
OK then, how about this- you claim the island, and I trade one of the rarer resources near me for the pegasi, so that we both get pegasi and you can also get some extra mana.Depends on which Resource. If you can present me with something Valuable enough, then maybe you could change my mind.
What happens if a tile is claimed by two players on the same turn?Claiming order is randomized every turn, so who gets the disputed tile(s) is 50/50. Or 33/33/33, or whatever.
Well, what with starting settlement over another island, I just decided to give myself a bigger title. Why, are you going to contest that?
((Does the map wrap around BTW?))
Actually Rgeront, he stated his position clearly a while back.
I'll finalize how much I send you when I see the production rate for pegasi. Vanigo?Two a turn... which reminds me, I meant to increase horse production to 2 a turn when I made stables not build-anywhereable. I've doubled everyone's horse stockpiles. Fixed some other things while I was at it.
Sheb means my position of owning the island and trading pegasi to you.
Also, did some quick math, and Doomblade can hope to gain anywhere from 6 to 10 populations from his conquests.Only if you build a bunch of cities for him to take. Conquering city-less tiles depopulates them, it doesn't transfer control to the conqueror. Only cities can actually be taken, and they lose a point of population in the transfer. (Unless they're already size 2.)
IronyOwl, don't worry about the lancers by your border- they're just mopping up some spare food tiles of Sheb's.Speaking of which, if you're going to claim from the entire center of Cimmeria down I think I'm going to have to reserve the water mana island after all. Considering the amount of land that's obviously yours but you haven't gotten around to planting population on yet, I really don't see how you can justify claiming that island as well.
Well, yeah. I'll just assume Sheb will realize that is an Offical declaration of war.
Lord Rgedont, you're pitiful in your hope to gain something by jumping on a weakened man. Totally unworthy of a noble.What... exactly happened here?
Lord Rgedont, you're pitiful in your hope to gain something by jumping on a weakened man. Totally unworthy of a noble.
Why? Because not insulting you would mean I wouldn't get invaded by three nations? At least I'll go down with style.
Anyway, you're not getting anything out of this war, and won't get anything. Just stop being silly and invest your ressources if building up your pitiful country, so weak it wasn't even deemd worth of invasion yet.
Well, maybe I was wrong.
But we'll fight to the last man, woman and child! Generations to come will remember the last stand of the House of Dunottar, and by God, every single acre of our land will be paid in blood!
Does death mana have an use now?With a cathedral, it can be used to build a Chapel of Death, which then allows Priests of Death, Skeletons, and Ghouls. No clue what those are or how much they cost.
EDIT: IronyOwl, I realize that you are worried about me claiming undue amounts of land- I respect that. I do not plan to settle cities in the center of our shared continent- I feel no need for that area. I plan to make as Sheb did in his expansion, and bypass the middle area- I'm interested in the north, not the middle. In fact, should you choose to establish a city in the middle of our shared continent, then I would have no complaint, providing it is not too close to my other cities.Well, what do you mean by "middle?" I mean, you've got Stonehaven and that river to the west of it, which I'd consider middle-south, so unless you're planning on abandoning those I'm not sure what middle is left, much less what's left that isn't "too close" to one of your other cities.
JohnFalcon- I notice that you have claimed the entire northern half of my continent. I don not accept this, as while I respect your office as ruler of your lands, I am spending my troops lives for that land- you are not. Therefore, I must lay claim to that area- me and IronyOwl have already figured out our disputes over borders. Speaking of which, Kashyyk, I have already claimed the smaller island to the Southeast, negotiating with IronyOwl.
You know, you could fire up admin mode and take a look at some of these things.Does death mana have an use now?With a cathedral, it can be used to build a Chapel of Death, which then allows Priests of Death, Skeletons, and Ghouls. No clue what those are or how much they cost.
You overestimate my claims- I plan on avoiding the middle of my continent due to a lack of interest on my part, I do not want the miniscule island with the death mana- I leave that to you, and I am leaving all the islands other than the smaller Southeastern island. I am not that power-hungry.
Limiting how much you can do in a turn is, well, the entire point. The limit may be too low, but that's another matter. Labor is the "you can do this much stuff in a turn" resource. Money's more specialized, used primarily for units.
Also, I might add that money gets pretty scarce when you have as many units as me on the field. With practically no money-producing structures.I was wondering if you'd noticed that...
IronyOwl, if I could request your assistance should Sheb not cooperate, would you mind taking care of that one island of his? There aren't any troops there, and it's only one tile, so I'm sure it wouldn't be too much trouble, but I don't have a barge up there. Would you mind helping me? You would, of course, keep the island.Now would probably be a better time to mention that you probably shouldn't claim lands until we've finished negotiating over them. You still haven't explained what this mythical middle is that you're leaving me.
There's an XML file named in the save - GameRules011.xml is what I'm using - that gets loaded in. You can grab it here (https://dl.dropbox.com/u/28942516/GameRules011.xml). Oh, and grab the admin interface again; there's an important bug fix in there that I did a while ago but only just uploaded. (The bug is actually still present in the player interface, but it's not very important there.)
Let me know how it goes, okay?
IronyOwl, as to the middle, I mean the land between the cities of Dunnottar and Stonehaven.Depending on how far out from each of those you mean, that's not a whole lot of land, and most of it is hills.
I'll get mine in tomorrow.
Well, I was banking on him being oblivious. Since I'd persuaded him that I wasn't gonna attack. You however, didn't know this. >.< Oh well. I'll make do.Oh, you'd talked to him about it? I knew you were banking on him being oblivious, but I didn't know that part.
Rule check Vanigo: Does movement go before troops carrying out non-move orders (since from the last game I seem to remember that it does)?Armies reorganize, then armies move, then conquer orders go off.
I will have my turn posted after the clarification at some point tommorow (since its not like there is a huge rush since not everyone else has posted turns)
Damn, suck for you man, it feel like a cheesy victory. Well, You may have lost the battle, but you've earned a good lesson!Meh, I doubt it, he can rebuild his army in two turns, and get them there (if they are horse) before you can take the city.
Anyway, this mark the beginning of Dunottar reconquest of its land! May our ennemies fight divided and their cities fall quick!
So, the war on the right continent is pretty interesting.Really not sure at the moment.
Do you have any plans besides sit there and develop forever Irony? Would you throw in with the person that starts to lose? Or do you think you would attack a vulnerable enemy?
Because you are probably as powerful as either (although less powerful on the main continent obviously), and your actions could do a lot to tip the scales one way or the other.
IronyOwl, if not interested in joining the war, would you consider mercenary work?Possibly, but I'm not sure there's a big difference.
I love cavalry on roads. They travel so far.And that's why I expect flying units to be amazing.
It's annoying- I have a stable in one city, but no library, and a library in the other, but no stable. I'll build a cavalry yard next turn.Don't forget you need a foundry, too.
Wow, big turn. How long did it take you to build the game to this level?A couple months, off and on, as I remember it.
BUG: Army naming doesn't appear to work (at least for me), naming units works fine, but I have attempted to name armies for the past two turns, and both attempts failed (even though it displayed in the "Turn Results" box just fine).Oh, forgot to check the army name on loading. Easy fix; it should work this time.
After some testing, it appears that it DOES name the army, but the result doesn't load (maybe it doesn't save either) the next time the turn is run.
Selling inspiration? How is that even supposed to make sense. I'm sorry, but for RP reason I refuse this trade.I assume that inspiration are things like architects, and inventors/entrepreneurs with ideas and such.
Selling inspiration? How is that even supposed to make sense. I'm sorry, but for RP reason I refuse this trade.Yesss, that's a problem, isn't it. Okay, no trading labor or inspiration.
Can we trade population (I assume the answer is no)?No, yes, and between turns (effectively before everything else), respectively. I can only change things around either before or after I hit the "run turn" button, not in between the computer-managed parts of the operation.
Can we trade cities/tiles?
When does trading take place, does it go before resource collection and building or after?
Regardless of what the answer to the above questions are, I wish to trade Sheb 10 stone, and EITHER 1 population (assuming that I am able to trade him a population), or 23 food.Okay. Feel free to keep trading private, by the way - anyone who wants to can look at everyone's resources and work out who has more or less of what resources than they expected, but if you want to try and stay under everyone else's radar, go for it.
I am getting nothing in return at this moment, although I will be getting some air mana later on for it.
By the way, in the future, you can only trade resources you actually have, okay? No more trading resources you're going to get in the coming turn.Then trading food is super luck based, since at the end of a turn food is consumed, and if you aren't lucky then you will have near 0, so to trade a fair quantity of food would take many turns if your production is near equal to 1 pop growth. If there was a way to not have your pop grow and consume the food, then sure, but otherwise it seems a bit silly.
No, I mean I see a blank page with a header that says "Welcome to nginx!". Flash is installed- I've been on Armor Games recently, so it's been tested.Run a virus scan? The player interface isn't even an HTML page, just a raw .swf file, so there's no way that should be happening.
I built the Grand Bazaar, that's 10 money a turn.
Dangit- I don't have quite enough labor to build that.Yeah, they are pretty much necessary to have a really large army.
Well, he needs to do something...
I would not be surprised in the least- I realized a while ago that I made a terrible mistake going to war when I did, limiting my technological and demographic growth. I have the same issue in CIV 4.
Maybe Irony is preparing to destroy everyone at once after you have all weakened yourselves with the war? A strategy that has been proven to work in history.A war on three fronts would be a fairly bad idea, regardless of how much more advanced I was than the targets.
Maybe Irony is preparing to destroy everyone at once after you have all weakened yourselves with the war? A strategy that has been proven to work in history.A war on three fronts would be a fairly bad idea, regardless of how much more advanced I was than the targets.
Holy shit fuck. I tested the battle a couple of times, but I never got that. I really don't do very well when attacking, do I?He really got stupid-lucky. Take a look at that battle log. First round of contact, 7-point chargebreak and a 4-point normal hit on the same unit. Next round, lancers gone. Three attacks to knock off those lancers isn't really that unlikely, but focusing on them like that was a serious stroke of luck. Once it was just the attack 6 horsemen and the attack 5 archers, the defense 7 halberdiers (who had only taken 5 points of damage total to that point) were in decent shape.
Um, the link you gave me has the admin interface now, and I can't get a turn. Can you put up an HTML-wrapped player-interface?Should work now.
Man, Irony, you are really making me regret not capping labor stockpiling. It's supposed to represent half-built buildings and such (since it was so much easier to implement than actual half-built buildings), not a big pile of stuff to hoard. Stop being so boring!I'm trying! It's just that I don't want to build a bunch of spearmen or something and everything else requires stone. I guess I could produce some complimentary palisades everywhere? I guess this place could use a dock...
How about 3 iron to 5 reagent? Easily scaling to 9:15.Hm... Assuming that no one has a better offer by the end of the turn (AKA pretty much anything asking for money instead of iron or a better ratio), that's a deal.
Balance question: Why does the inspiration building for iron/horses give 2 iron, while the inspiration building for regents gives only 1 regent?As a matter of fact, I have already concluded that resource gathering is screwy, and intend to change all resource tiles and inspiration buildings to 1/turn. I also intend to double all wood costs - I want it to be easy to get enough wood with a little effort; it's currently more like "you get more wood than you could possibly use without even trying". Far too late to do that in this game, though. The original reasoning was that reagents were a more valuable resource, and easier to do without, but...
I could see if regents were significantly rarer, but the ratio (at least on this map) is 9 iron/horse to 7 regent sources, and getting regent is significantly easier (since you don't need to build a building to get it, and thus don't need a city anywhere nearby). I could see if it was significantly more expensive to build the iron/horse buildings (inspiration wise, since you don't really care about the minor costs of the other buildings while building a 30 inspiration building), but as it is it seems that it's a little unbalanced.
Yeah, but it also requires A) A pop 6 city (which Sheb doesn't have) B) Like 4 supporting building that all require quite a lot of stone and regent (problems for both Irony and Sheb), C) Like 4 turns to build those supporting buildings (and far more if you don't already have a pop 6 city) and most importantly D) ALL FLYING UNITS SHALL FALL BENEATH THE MIGHT OF MY (EVENTUAL) SKY KNIGHTS!Six buildings and a turn spent growing to size 6, by my count.
We are doing this. Also, thank you for autoing Sheb, Vanigo- you just made my life a whole lot easier, in a way.Oh, don't worry; thanks to my understanding of the combat mechanics, I know how to make it harder again. It's completely crazy and you will never guess it. Probably can't win that battle, but you're going to take way more damage than you expect.
No, seriously, thank you.
Me again?Spoiler: Kingdom of Tarr (click to show/hide)
Man, I didn't even do anything this round. Again.
Actually, it's been a week; I should probably wait for Sheb this time.
Start Claiming the Sea! Maybe that will cut down on your stockpile and allow you to create fishing villages. That is, If you haven't already...Claiming tiles requires population, not labor. Improving them does cost labor, but you can only do that within range of your cities.
Start Claiming the Sea! Maybe that will cut down on your stockpile and allow you to create fishing villages. That is, If you haven't already...Claiming tiles requires population, not labor. Improving them does cost labor, but you can only do that within range of your cities.
Then Upgrade and Build Cities near everywhere in your territory...Building cities costs population also, and there isn't a lot of "everywhere" left in what I already own.
Then Upgrade and Build Cities near everywhere in your territory...Building cities costs population also, and there isn't a lot of "everywhere" left in what I already own.
Sure, I'll drop you a line next time.Actually, it's been a week; I should probably wait for Sheb this time.
Question: Rather than autoing people, could I create a turn for them?
Claiming the ocean is a pretty bad idea, if they got a better navy they can destroy them with impunity, as well as the fact that they give as much food as hills/forests without giving you trees or the option to get stone.Yeah, that ocean tile is pretty much the least valuable tile he could be claiming. Well, tied with a bunch of other ocean tiles, anyway.
Kash, I noticed you didn't accept/deny my trade offer this turn (that you accepted last turn) of 9 iron for 15 regents.
If you are still willing to do it, I think you have to explicitly say this turn that you want to trade.
Shoot. That sucks. What was your advice vanigo? I didn't get it. Also, why Didn't I get a defensive bonus?Pull the lancers away. Their presence kept Doom's lancers from making a terrible mistake.
Irony, I would recommend you get involved and save Sheb (your standing guard will almost certainly be enough to make sure that doom doesn't push through and take Sheb's city, since he will want to defend his own, which is also necessary to get reinforcements to the north), otherwise Doom will get a bit too strong (since odds are pretty good that he will win the battle at the city a bit farther north as things are going now, and then will probably be able to finish taking the rest of Sheb's cities). At that point he will be pretty easily able to take your remaining city on the continent (since it will be 6 cities of peacetime production and near unlimited stone against your 1).This is a concern, but I'm actually more concerned about Sheb courting foreign powers.
Also, hurry up and post Sheb/Doom.
Well, I want to see if the turn can be fixed. Lemon, I might add that I have something special- the ability to build an archery range and more in a short timeframe. But anyway, Vanigo, am I good on the error? Irony, I won't take your city. Same as before- drive right by it.Meh, all of you can build counters in a short time frame, but the main use of the pegasus knights will be raiding land and taking isolated cities, where it will be hard to have a appropriate amount of forces, and hard to catch up with them as well, dervishes or cavaliers will deal with the main battles.
I don't think that that is really that much of a concern, Doom's incoming navy will stop Kash from landing, and our real focus will still be on our island.Irony, I would recommend you get involved and save Sheb (your standing guard will almost certainly be enough to make sure that doom doesn't push through and take Sheb's city, since he will want to defend his own, which is also necessary to get reinforcements to the north), otherwise Doom will get a bit too strong (since odds are pretty good that he will win the battle at the city a bit farther north as things are going now, and then will probably be able to finish taking the rest of Sheb's cities). At that point he will be pretty easily able to take your remaining city on the continent (since it will be 6 cities of peacetime production and near unlimited stone against your 1).This is a concern, but I'm actually more concerned about Sheb courting foreign powers.
Also, hurry up and post Sheb/Doom.
And I think I'm actually pretty close to dragoons. Just saying.Wonderworks, which requires both a university and a size 6 city.
EDIT: I think I have all the buildings needed. What am I missing?
Well, now he's said that... Y'all know how much I like my mounted archers.Dude, you may not have noticed, but mounted archers kind of suck. 5 attack just doesn't cut it anymore.
Dude, you may not have noticed, but mounted archers kind of suck. 5 attack just doesn't cut it anymore.So do Bowmen, but Mounted Archers have the benefit of high movement. And until I get the right buildings, what am I supposed to do with huge amounts of wood and horses?
Well, Sheb's defenses are proving very resilient. Vanigo, do higher-level skills negate lower-level skills, such as in the case of chargebreak and charge? Knights have charge three, halberdiers have chargebreak 2, so I was wondering.No. The difference between different levels of charge is that, on a charge attack, you get an attack bonus equal to the charge level, so your level 2 lancers, with 8 attack and charge 2, have an effective 10 attack on their charge. Chargebreak gives a similar bonus on the charge-countering attack.
To answer your comment about priests, lemon10, I assume you mean healers? Priests don't actually have any healing, although warpriests do. I guess your point is that it makes the already-swingy combat even swingier, and overvalues eliminating units? I can see the logic there. Have to think about it.Kind of, but its more that it negates the entire need to heal in a town or stop after a tough battle, and all you need is a single healer in a ten unit size army, it would be fine if it was a little slower or scaled with army size, but it seems a bit too powerful a effect for just a single unit.
Actually, each time you're poking me I'm like "Oh come on. Stop being annoying". And it turns me off from making my turn.Huh, and yet it seems to speed the turn up dramatically.
Spoiler: Empire of Tesunad (click to show/hide)
I did my turn, I assume you meant Doomblade there.Huh, what happened there? It did seem kind of odd that you'd be one of the last...
Actually, the game won't let you reduce population below two. Why, don't want to spend food on Death Valley after you build the mana tap? I guess I can let you burn it down, but you won't get the population back.Na, just general curiosity, wondering about what would be necessary to go into someones city and raze it to the ground before they could take it back.
Vanigo: We can trade armies right?
Well, you'd have to bring it down to size 2 normally first.Actually, the game won't let you reduce population below two. Why, don't want to spend food on Death Valley after you build the mana tap? I guess I can let you burn it down, but you won't get the population back.Na, just general curiosity, wondering about what would be necessary to go into someones city and raze it to the ground before they could take it back.
Vanigo: We can trade armies right?Yes.
Annnnndddd bump #1. Time to post Irony and Doom.
He said he did it to be lazy (and that I wasn't allowed to spend the air mana (even if I theoretically could) until I would get it normally), it doesn't really make sense, but it won't have any real ingame effects unless we break our alliance within two turns (which seeing as I don't have any real troops near you is unlikely).Spoiler: Turn (click to show/hide)
Apparently I got a negative amount of air mana, which doesn't make sense. Please up me to 0 and remove two air mana from lemon10.
Well, it does prevent me from using that air mana myself.I think that lemon10 might be upset if you did that. I guess there wasn't an explicit "you owe me your next three air mana" in the PMs I saw, but...
IIRC, the last air mana are air mana you have a right to buy.Nope, I have the right to buy an infinite amount of air mana, but you owed me 3 more last turn then you had.
((You will want to ask vanigo to get you three of the air mana that you couldn't have traded last turn back if you really are declaring war))If we're seriously doing this? Then yes.
I also need to know if Sheb is seriously declaring war on lemon10, or if he's just screwing around. I honestly can't tell.
Two weeks is hopefully a record for me. :I
Surely you've built up Death Isle's defences a little? Or are you right to be worried, because you haven't? Well, the fact that you can churn out flying things is definitely worth being worried about, regardless of how powerful they are, my air force is currently nil after all.
Surely you've built up Death Isle's defences a little? Or are you right to be worried, because you haven't? Well, the fact that you can churn out flying things is definitely worth being worried about, regardless of how powerful they are, my air force is currently nil after all.Yes, it is worth being worried about, but your calvary actions only make any sense at all if you are moving into attack position.
Guess I should see if anyone else wants to jump in.
Zan, I don't know how closely you've been watching, but archers are pretty useless at this point. They're tier 0 (as I've taken to thinking about things), and it's getting to the point where it's T2+ or go home. Unless you have at least 3 or 4 to 1 odds, anyway.
That specific city doesn't have a bowyer yet, so I'm just building up anything that can deal damage to the sky knights, if they attack that city, to tell the truth. Seriously, look at how bad off the economy I have is. I need some free population if I can even attempt to begin to try anything.Yeah, but that city's a lost cause if Lemon attacks anyway. I'd be amazed if a unit of archers can do more damage than the knights will regen in a single turn. That's just a waste of labor and money, and a turn that could be used pulling a unit of pop out of the city.
So, Zan, I need an answer to lemon's proposal.
Is "within 10 turn" equivalent to "soon" for you? I could get an army of drakes to you back in this time.Compared to how long your guys fight was going for without any kind of conclusion at all or even a single real city changing hands, 10 turns for a real conclusion is quite fast in my opinion.
heh, this looks pretty interesting, and seeing as this appears to be heading to a titanic conclusion I'm hoping there will be another game soon I can join inThis game will probably last at least 50 more turns if it doesn't stop before then due to people quitting. Even if the main battles between me and Kash are over in 5 turns, and if it takes just 10 turns for the major cities to be conquered, it will still take quite a while for the forces to get to the other continent, and even after they do, everyone on the eastern continent will probably unite against me/kash, making the conquest take a very long time.
heh, this looks pretty interesting, and seeing as this appears to be heading to a titanic conclusion I'm hoping there will be another game soon I can join inThis game will probably last at least 50 more turns if it doesn't stop before then due to people quitting. Even if the main battles between me and Kash are over in 5 turns, and if it takes just 10 turns for the major cities to be conquered, it will still take quite a while for the forces to get to the other continent, and even after they do, everyone on the eastern continent will probably unite against me/kash, making the conquest take a very long time.
That said, I would be willing to play in a small match right now (ideally 1v1 so it would go fast) if you wanted to.
You shouldn't have done that Lemon10I did offer you a good chance to keep the city, and I probably wouldn't have done that if doomblade hadn't sent those troops to harass my city. Just because you took over for him didn't mean that his empire was off the hook for their actions.
hmmm, I was actually thinking that myself, though I can't even figure out how to use the admin interface or even simply create a map
u offering to GM? Sure. I request a mostly land map with a big central lake
That's actually unplayable, because there's no wood on the starting islands, making it impossible to build ships.u offering to GM? Sure. I request a mostly land map with a big central lake
I'll work on it when I get home.
Also, a reminder: The reason I'm not putting my saves into spoiler blocks is that the forum hard-caps post length at, IIRC, 20kb, and the saves started out at 75k and have ballooned to 120. There's a real risk that you'll run into this problem, too.
I finally figured out the admin interface and was messing around and came up with this map (https://www.dropbox.com/s/6ld68zoyqu5omn7/Map1.txt)!
Note: I forgot to change rulesets so if this is a good map to u zan I or you can easily recreate this with ruleset 2. Also, if we are really gonna do this we should probably create a new thread so as to not clutter up this one
I am still willing to give you your island back for your 4 pegasi Zanz, and it does look like I might rather need them due to what appears to be fighting everyone but you (sheb 's drakes, kask's whole empire, and what is almost certainly an attack by Irony on death island).
Why didn't my drake attack in the first turns?Galleons have range and drakes don't. The drakes had to get into range before they could attack.
So trading is not a free action at all then. Well, I got sonfused. Anyway, you'll have to wait Zan.
So your up Kash and Irony.
Vanigo, I have a couple of random questions for you:1) Only when the siege unit is attacking. And it only works on walls, not on base terrain bonuses.
1) Does siege reduce the bonus defense from terrain only when the unit with the siege power is attacking, or for the whole battle whenever anyone is attacking?
2) What exactly does Bless (from the priest) do?
3) What does aura of weakness (from the priest of death) do?
4) What does dispel magic (from the wizard) do?
5) Is there any difference between swimming (from the Kraken) and sailing (from boats)?
I think siege units deserve a buff significant buff if they don't help allies (assuming that I read what you said correctly, and they don't weaken the bonus defense for the entire enemy army, just during their attack). They are simply not useful at all in any way if they don't, they are too weak, too slow, and their special power doesn't provide a significant benefit.Oh, I see, I misunderstood the question. During the battle in which they attack, they'll reduce the defense bonus across the board. I meant that the siege unit has to be an attacking unit, not that it only works on the siege unit's attacks.
Although I second it with the caveat that Irony be given at least a couple more days. Don't want to change the rule mid-turn or something.
And a bump.Barely.
Irony, are you alive?
Vanigo: After a bit of thought, I propose a auto pass (or auto-run) turn if a player takes more then a week on their turn.I'm forced to agree with this, though. Having me miss every other turn is probably preferable to turns taking two weeks apiece, especially when everyone else has their stuff in within three days.
I'm afraid I haven't been all that enthusiastic about this game for the last five turns or so. Not that I'm going to stop running it...Probably due to the slow rate at which the turns have been coming through.
Barely? Did something bad happen to you IRL?Forum alive. I'm fine healthwise IRL, just busy with IRL things. Plus League of Legends.
Some more questions then:And my proposal:
1) Does siege stack?
2) Do auras end if the unit casting it (auraing it? projecting it? eminating it?) dies? Or do they stay on till the end of the battle.
3) Do terrain defense bonuses boost magic defense?
4) Do defensive bonuses from cities apply to hostile occupying forces?
Vanigo: After a bit of thought, I propose a auto pass (or auto-run) turn if a player takes more then a week on their turn.
I realize that there are sometimes extenuating circumstances, but taking two weeks every single turn is a tad ridiculous, especially for a game as straightforward and easy to do a turn for as this (as opposed to forum games that require you to run all the calculations for your turn yourself, or write tons of flavor text or whatever).
Some more questions then:1)Yes.
1) Does siege stack?
2) Do auras end if the unit casting it (auraing it? projecting it? eminating it?) dies? Or do they stay on till the end of the battle.
3) Do terrain defense bonuses boost magic defense?
4) Do defensive bonuses from cities apply to hostile occupying forces?
Vanigo: After a bit of thought, I propose a auto pass (or auto-run) turn if a player takes more then a week on their turn.I would, but... I feel like team not-you is fighting enough of an uphill battle as it is.
I realize that there are sometimes extenuating circumstances, but taking two weeks every single turn is a tad ridiculous, especially for a game as straightforward and easy to do a turn for as this (as opposed to forum games that require you to run all the calculations for your turn yourself, or write tons of flavor text or whatever).
Vanigo: After a bit of thought, I propose a auto pass (or auto-run) turn if a player takes more then a week on their turn.I would, but... I feel like team not-you is fighting enough of an uphill battle as it is.
I realize that there are sometimes extenuating circumstances, but taking two weeks every single turn is a tad ridiculous, especially for a game as straightforward and easy to do a turn for as this (as opposed to forum games that require you to run all the calculations for your turn yourself, or write tons of flavor text or whatever).
Jesus, after a bit of comparing to the other thread, this one is going outrageously slow. In the past month this thread has only done two turns, while the other thread has done 18 in the same amount of time.
Well, its on turn 19 (and soon to be 20), but being on turn 19 means that 18 turns have ran so far (like if your on chapter two of a book, you only read a single chapter up to that point).
and we might get turn 3 if aseaheru and gwg get their turns in quickly
Time for another bump: At this point Irony has taken over twice as long to post his turn then anyone else/.
I assume this requires that I give the island back to you (not that I can really do much to stop you)?Yes.
I won't give it back this turn though, since I am going to get the last pop out of it.
Anyways, I accept peace, and am withdrawing my troops, and will allow your galleon to withdraw in peace (as long as it withdraws straight down, I am sending my galleons to try to stop you from moving it into your city so that you don't have a decent naval unit there).
What the -Honestly, I don't think there is a chance of me losing at this point. If they got it together a few turns ago (and reinforced Kash) it might have been possible to stop me, but as it is I will probably just split my armies into three (Calvary+Sky Knights, airship infantry, excess regular infantry), each of which will be more powerful then any army that would be fielded against me, especially once I upgrade my production to produce units all with the XP bonuses.
Kashyyk, your spoiler tag is empty.
Also, question. It's looking more and more like lemon10 has hit critical mass and he's just going to roll over everyone. Do people want to play through the whole endgame, or should we just call it and go to postgame discussion of what worked, what didn't, and what's broken as shit (sky knights)?
What the -
Kashyyk, your spoiler tag is empty.
Re edits: I quite like lemon10's suggestions.
Same here. I would like to note, however that one of my galleons almost killed a pair of sky knights when the outpost was attacked. If it had focused on just one, that sky knight would've died.
Same here. I would like to note, however that one of my galleons almost killed a pair of sky knights when the outpost was attacked. If it had focused on just one, that sky knight would've died.
Yes, it'd be nice if our soldiers had at least a minor degree of tactical sense. I appreciate that'd get quite difficult to implement though.
They don't at the moment. And it would be quite easy to do (just have the army all try to attack the same unit in their frontmost tile each turn). I am pretty sure that it was a choice on Vanigo's part to have the armies randomly attack units each turn.Same here. I would like to note, however that one of my galleons almost killed a pair of sky knights when the outpost was attacked. If it had focused on just one, that sky knight would've died.
Yes, it'd be nice if our soldiers had at least a minor degree of tactical sense. I appreciate that'd get quite difficult to implement though.
Considering what Doomblade's troops once did, there is the possibility that they already do, somewhat.
Sky knights aren't that strong in combat compared to equal cost/strength units, the big thing they have is the massive mobility and versatility. The fact that they can act as both armies and navies, and alternate in any single turn is what makes them so strong.Re edits: I quite like lemon10's suggestions.
Same here. I would like to note, however that one of my galleons almost killed a pair of sky knights when the outpost was attacked. If it had focused on just one, that sky knight would've died.
First off: A nerf to sky knights and drakes is needed.In the revised ruleset being used in the other thread, I've reduced the speed of all flying units by at least one. Pegasus knights, drakes, airships, and level 3+ air mages have 3 movement, sky knights have 4, and lightning skiffs have 5 (but are quite weak compared to T3 cavalry). In this game, lightning skiffs have a whopping 8 speed.
Their mobility is far too strong, allowing them to act as both armies and navies without having any of the restrictions of either. Their super fast movement and strength makes them A) hard to catch, and B) are equal to endgame units in their own rights.
Suggestion: Don't allow them to stop over water (just allow them to pass over water), otherwise they drown (but maybe let them fight before they drown).
Reduce all their movement to 4?
Nerf Airboats, they are A) strong units, and B) their MS bonus is too powerful for the cost. Without them my conquest would have taken far longer.Wait, airships only cost 1 air mana? I've been remembering that wrong for at least six months.
Suggestion: A) make them far weaker units OR B) reduce their carrying capacity to 2 OR C) make them cost 2 air mana.
Nerf endgame calvary: The cost is the same as infantry, but they have vastly improved mobility as well as being slightly stronger (+2 health for all of them as well as charge). If horses were truly rare it would be different, but as it is they were significantly better (especially since you could harass and pick your battles with ease, including splitting up into multiple armies that can't even be threatened with infantry), even with the extra building requirements.That's true of early and midgame cavalry as well. I was expecting the required buildings to be a bigger deal, to be honest, but the long peaceful buildup kind of screwed with that.
Suggestion: Increase cost over infantry OR decrease MS to 4 for endgame calvary OR nerf their attack/damage/health.
Buff Krakens: They are only very slightly better then frigates in combat, which isn't worth the slower MS, lack of ranged ability, and being unable to carry units. Maybe once wood is rare they could actually be useful, but in this game there was no way for them to really be worth it.I've already doubled the wood cost of almost everything. Might need something else, too. Maybe Submerge: half damage from nonmagical ranged attacks? Since every ship but the barge has a nonmagical ranged attack, that would give them a huge advantage against most opponents they'd go up against. (It would, unfortunately, require digging into the code again, and I haven't poked at that in almost a year.) That might be too good, though; I can't let them completely dominate the seas.
Suggestion: Significant stat buff AND/OR give them a unique ability (eg. allow them to attack two different enemy units per turn (but not attack the same unit once)).
That's true of early and midgame cavalry as well. I was expecting the required buildings to be a bigger deal, to be honest, but the long peaceful buildup kind of screwed with that.
That might be too good, though; I can't let them completely dominate the seas.
If the map is balanced so that there is an ability for all players to reach it in a timely manner, than it should not be that much of a problem.Kind of like how the pegasi weren't a problem? I don't want any one tile to give its owner an insurmountable advantage in one field or another.