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-   -   MP: Noobs and Vets II: Days of Infamy. MA, BI. Game Over. Supplicants Triumph! (http://forum.shrapnelgames.com/showthread.php?t=45227)

Finalgenesis July 1st, 2010 09:26 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
That's some good stuff, didn't know that LA Ermor gets 15D, that's crazy :shock:

I also didn't feel that LA Ry was all that overpowered, it seems to be a penalized version of MA Ry. I was thinking I played it wrong.

I definitely ran into the pearl cramp you were speaking of, I thought I must be doing it wrong as I can't seem to pump out enough specter and alchemy didn't seem like the answer, while I'm reading online and agree theoretically that summoned mage is the way to go late game. Having to use pearls on other stuff like astral gateway / teleport / craft just killed me there, CBM didn't help on the clamming either.

I'd like to pick your brain on scales selection for LA Ry, as I've only really used dom 9 T3L3 and standard Sloth3 Cold3 Magic1, expansion was definitely tough late-game once I killed off much of my pop and I can't build up to 800 gold with small luck income events to make forts, my mages and hordes of chaff (my god I can't get them killed fast enough) just resets my gold reserve to zero every turn, so I in effect can only build castle when I get 1k+ gold events.

I made various starving camps and have dedicated commanders to shuffle them in for population control (my god I sound so evil) but as I was playing on a big map, the micro finally got to me along with the dom kill time-bomb.

I could imagine in MP games it'd get much harder since pure chaffing loses a lot of its effectiveness against humans....

Quote:

Originally Posted by ano (Post 750555)
And the idea that needs to be learned from my post about Void Spectres is that unless you have serious reasons to think you'll have many gems (clams are a serious reason, for example but this way is also not so easy for the Dreamlands) you should not plan summoning many arguably effective things for 25+ gems. You will be always short on gems and never have enough of them if you play competitively.
LA Ermor can count on its summons because it has a 15D income right off the bat. R'lyeh has 3S. It's easy to compare


rdonj July 1st, 2010 04:56 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
I highly recommend llamabeast's final sacrifice mod in any game with LA r'lyeh. Don't want those upkeep-causing uw only sycophants? Burn them all :) Although come to think of it I'm not sure if that spell can be cast underwater or against uw provinces.

Also, LA Ermor getting 15D isn't really that crazy since they have to summon all their mages... for minimum 12D. So pretend they have a death income of 3.

Finalgenesis July 1st, 2010 09:14 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
ah I see, I guess I'll get around to LA Ermor eventually and see for myself.

The mod sounds useful indeed, I'll have to look it up as I just can't handle the micro pass a certain point while loving the Lovecraftian theme.

chrispedersen July 1st, 2010 09:26 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
You cannot play Rlyeh with low Dom on this map. The 'string' nature of your provinces means you are already horribly susceptible to dom kill.

Septimius Severus July 1st, 2010 09:45 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
Quote:

Originally Posted by chrispedersen (Post 750662)
You cannot play Rlyeh with low Dom on this map. The 'string' nature of your provinces means you are already horribly susceptible to dom kill.

The map for game 3 will have a variation (for R'lyeh use) containing a large central multi province lake/sea. I was not talking about the current map.

Willburn July 2nd, 2010 02:22 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
As our team are having internal discussions between me and the captain I will resign. Thanks for a good game but I cannot and will not play for my captain the way he treated me. Let me go on to add this is probably also my fault so I appologize to my team for this.

Finalgenesis July 2nd, 2010 03:38 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
Oh just a question on game 3, will that be using any additional mods like CBM?

Wrana July 2nd, 2010 08:04 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
I hope not. :)

Septimius Severus July 2nd, 2010 08:25 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
Quote:

Originally Posted by Finalgenesis (Post 750688)
Oh just a question on game 3, will that be using any additional mods like CBM?

Aside from the BI mod (with maybe a few slight tweaks), we will be using our own custom mod, which will handle the special pretenders, and might also include an appropriate portion of the final sacrifice mod if R'lyeh is played, though just normally suiciding troops against the AI or an ally should be sufficient).

I am also considering including a new faction specific spell, item, or starting hero. But haven't given it much thought yet.

If the image work can be done to create a decent looking central sea region, the indy R'lyeh player will have a good buffer zone of sea provinces and should be pretty much be safe from AI attack.

The regular all land option is also available without the central sea, suitable for an indy LA Ermor or some other land nation. Though, they might well be more vulnerable to AI attack unless the dom of Ermor can somehow counteract this.

Septimius Severus July 2nd, 2010 08:39 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
Quote:

Originally Posted by Willburn (Post 750686)
As our team are having internal discussions between me and the captain I will resign. Thanks for a good game but I cannot and will not play for my captain the way he treated me. Let me go on to add this is probably also my fault so I appologize to my team for this.

Willburn, sorry to hear this. I don't know the situation, but team games can take a lot out of ya. And attrition is an issue in any dom3 MP game that lasts any amount of time (why I believe the alternate idea is a sound part of planning).

One of the challenges of team games (and real life teams) is getting along with others. Some captains have a more laid back approach, others are more demanding. Some teams are more democractically run, others are more dictatorial. I actually wish I had Chris "tight asset management skills", maybe then our team would have fared better initially. But still I encourage players to try to take all measures necessary to resolve any differences. Respect one another and learn from one another and be flexible when needed. Yes, the captain is leader of the team and ultimately has responsibility for the team overall, but it really is a group effort.

And love your enemies as well. Keep them close to you at all times. Embrace them. The Children of Crom haved longed to put our loving arms and strong hands round the necks of the Supplicants (particularly their leader) and to squeeze them oh so tightly. :)

rdonj July 2nd, 2010 08:18 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
Sept - for LA R'lyeh, suiciding its troops against others can be a bit hard. The problem is they have a number of aquatic only units that spawn without the player's consent, and still cost upkeep to maintain. So unless there happens to be someone sharing the water with them it's impossible to get them killed off in combat.

Septimius Severus July 2nd, 2010 08:49 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
Thanks for that info rdonj and the info on the spell used by the final sacrifice mod. May be useful to use (I like the holy variant of the modified spell), and while it works for underwater units, a more appropriate message/description for underwater destruction might be better than flames from the sky.

Wonder which aquatic only freespawn R'lyeh gets. I have been considering modding their aquatic only units (slaves, crab hybrids) to be amphibious. Shouldn't be too difficult. Wonder if that would make R'lyeh ultra powerful. :)

chrispedersen July 2nd, 2010 08:53 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
I'd love it if you did that, sept. I have often pondered doing it - making minor changes, as a way of balancing La-R post nerf.

Some of the units need to be made mobile, many of them need to be made amphibious.
I'll get you a list of all the units, if you do the modding (which is relatively painless).

Finalgenesis July 2nd, 2010 11:02 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
The upkeep also doesn't go down well with me. Forced freespawn (even with a 1 gold cost) that has an upkeep just exacerbates their mobility and aquatic (for the aquatic spawns only) problems.

I reckon that their upkeep be removed entirely along with amphibious spawn only, and if that's overpowered then down the spawn rate.

chrispedersen July 2nd, 2010 11:31 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
thats actually a great idea FG; easily done.
I think we're guilty of a threadjack, however =)

Septimius Severus July 3rd, 2010 03:30 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
I will say that I think the majority of R'leyh troops both recruitable and freespawn are amphibious but yes as rdonj and chris point out they have a few that are aquatic only, which could be fixed. Of course, the R'lyeh player could opt to play them with a high growth/high order/low dom which might not be so bad given the water area plannned (at least in the water) and given they'll have no direct competition in the water. But of course this is not necessarily the best way to play them, and certainly a high death, high dom is also a very good option. Up to the player.

LA Atlantis is also an option. All of their units are amphibious and they don't have to worry bout freespawn. The only thing with them is their start would have to be a land start. Which would tend to necessitate the need for several provinces of land in the midst of this central sea. Of course I could make the center water province a land province only and just give a resource bonus site, but they'd not be able to recruit Tungaliks en masse until they took some land. Forgiving fathers have a little more research but don't share all of the same paths and are more expensive. Mournfuls would also not be able to be recruited outside of the cap until a land province was taken. Though Arsaturts (cap only) and Unsleeping/Unsleeping consorts should be plentiful and are probably the most powerful recruitables LA Atlantis has.

Of course if people prefer a land nation for the indy nation I am throwing in, that is of course very possible (wouldn't require water either). Only thing is they'll be surrounded by the AI caps and might be more vulnerable. If the AI should end up being defensive in nature, like the current game, Atlantis or R'lyeh could pretty much attack without fear of losing these core holdings. But Ermor or another land nation would have to defend itself and might be more hard pressed.

Finalgenesis July 3rd, 2010 06:41 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
Would Caelum be a viable mercenary? I don't know what Nav3 will look like, but from Nav2 it seems there's a limited options in terms of lending army muscle. Granted, the info, craft and other services are unhampered, though the actual "mercenary" service is difficult to bring to players. Flight would help

Another idea might be to give merc gate-stone, with the rule that gate-stone can not be used to teleport on player provinces unless permission was given, or usable only when solicited and paid for by a player. Or hell, maybe just no rule at all, as its a pain to enforce. Flying ship might be another one to throw in...

Just some ideas.

If land nation for merc is choosen, maybe set the map up to have its core holding locked in by border mountains, maybe with 2-4 pass or just the teleporting connection to edge of map (of course I don't know what Nav3 will look like remotely, just basing on Nav2). a Not so good idea may be to stick a sphinx (or whatever works) in each of those pass with a fort...

I'm not sure what setting/role/power/goal you have in mind for the merc in Nav3, so the above haven't really accounted for that.

rdonj July 3rd, 2010 07:00 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
The only problem with caelum is that its actual flying soldiers are generally pretty poor in a straight up fight. They have incredible encumbrance issues, and are easy to pick off because they're larger than normal humans so fit less in a square, have very average stat lines, and have very poor tactical sense with regards as to where to stand. So they are often butchered en masse... not really great for dealing with AI army hordes.

I reasonably like the idea of giving out flying ships though... but more than one. Reduce them from artifact level, and start the merc out with a bunch of them (but increase the cost...). Then they have all the mobility of flight without the disadvantage of sucking.

Septimius Severus July 3rd, 2010 09:53 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
I had thought about Caelum as the merc for the current game but decided to go with Atlantis. Though Atlantis had lost most of their land holdings, their few water holdings proved fairly safe from the AI, though they probably need to do a bunch of preaching to keep their dom up because of the way the provinces were set up on this map (wasn't expecting the loss of the initial land provinces). Hopefully they will have the magic were-with-all and have built up enough strength to maybe push back against the AI at some point. ;)

For game 3, Caelum is planned as part of the Heavenly Realm team. The extra player in game 3 will be more of an indy nation than a merc (as we know it in the current game). Of course they will still be free to do as they wish and ally as they please. But I don't want to have a lot of rules on them. I am throwing them in just to spice things up and perhaps have a strategic impact. That is all. They will always be at a disadvantage trying to solo against 4 teams, but perhaps with tweaks to R'lyeh they'll have a better chance if they choose to go that route.

If its a land nation, yes, mountain provinces around their camp might well give them some protection and they could even be sealed off entirely connection-wise.

Interesting to discover which option people prefer. So far we've had talk about how weak LA R'lyeh is and how annoying their dominion is, but I haven't heard any preferences. If I don't hear otherwise, I will give a choice between LA R'lyeh and LA Ermor to the prospective indy player.

AlgaeNymph July 3rd, 2010 09:59 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
I wouldn't mind being a merc player using LA R'lyeh, or LA Ermor (which I won with on my own).

Finalgenesis July 3rd, 2010 11:22 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
Liking that no restriction idea for the last player.

Quote:

Originally Posted by AlgaeNymph (Post 750881)
I wouldn't mind being a merc player using LA R'lyeh, or LA Ermor (which I won with on my own).

Looks like it'll be a race at signup :D

zegc-ben July 3rd, 2010 01:21 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
My experience is that the central position is very difficult so a land nation may loose to the AI. One important parameter is initial expansion, in this game there wasn't any indy provinces left in the center by turn 5 or 6, so even with defensive AI the central player will have a really hard time acheaving a reasonnable expansion. And then there is the risk of being crushed by non defensive AI. A water nation can at least be reasonnably assured of a minimal expansion. On the other hand having a strong recruitable army is the most important thing for the first turns which tends toward land nation.

Ermor may be the best compromise as the AI will starve to death in ermor's dominion and they can survive with only few provinces much better than any other nation (plus a madly powerfull awaken god is exactly what they need).

chrispedersen July 4th, 2010 02:42 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
may we have a 2 hour delay?

Septimius Severus July 4th, 2010 04:23 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
Whoa, sorry chris, did see that request in time.

Game is moving to a 56 hour host effective this turn (forgot to mention it to gandalf before the host). Timer will be adjusted, even though 5 hours has elapsed, I will just let it slide to make it easy on Gandalf.

Score update circa turn 30:

Provinces:

Supplicants: 92 provinces (Ermor = 34)
Usurpers: 53 provinces (Mictlan = 22)
Gandalf's A.I.T.E.A.M.: 52 provinces (Man = 21)
Children of Crom: 37 Provinces (Ulm/Agartha=13)
AI Sanguinarium: 24
Atlantis: 6 (making a comeback?)

VP's:

Supplicants of Set: 10
Gandalf's A.I.T.E.A.M.: 6
Usurpers: 4
Children of Crom: 4
AI Sanguinarium: 3
Atlantis: 4

chrispedersen July 4th, 2010 07:19 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
Quote:

Originally Posted by Septimius Severus (Post 750994)
Whoa, sorry chris, did see that request in time.


Hate to be critical. But I posted that with what 10 hours till hosting?

ano July 5th, 2010 03:19 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
Well, I may suggest that someone else is given timer-adjusting rights to avoid the situations like this.. I'm normally online the most of the time so I could fulfill such role. Not too much but could be helpful

Septimius Severus July 5th, 2010 07:13 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
I am usually on twice a day, but I can miss a request if it occurs like the last one (after I logged off at night and before I logged on during the day). If I know I will be out of contact for longer periods of time I will leave word with Gandalf, but nothing beats having a co-admin for such duties. I'll see what I can work out, but always best to give as much notification as possible (PMs go direct to my e-mail which I tend to check first and more frequently) since I don't handle timer adjustments myself, but just relay the authorization.

Septimius Severus July 5th, 2010 09:27 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
Here are two preliminary map choices for game 2. Both assume LA R'lyeh for the Indy (will be modding aquatic to amphibious units).

Map Key and Team Placement:

Heavenly Realm Team (teal): NW
Collegium Arcanum (purple: NE
Earthly Realm Team (brown): SW
Underworld Team (red): SE
R'lyeh Independents : Solid blue circle in center

Gandalf's AI GENOCIDE Team (black):
Primary AI starts = Solid black
Secondary AI starts = Hollow black

All provinces within the dark blue border outlines will be part of the central sea.

Freshwater masks will be added around swamps, some border mountains will be changed to mountain masks.

Feel free to vote or provide input on which one you like the best. (I am leaning toward map 1).

Map 1

http://i47.tinypic.com/24n2vbd.jpg

Map 2

http://i45.tinypic.com/2mepg8m.jpg

Finalgenesis July 5th, 2010 10:11 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
Would it be a better idea to use MA R'lyeh, or tone down LA's death dominion? I see Pros and Cons

Do Ryleh have teleporting access to 4 corner?

Mobility aid like flying ships?

Or if I understand correctly, they are really relegated to the role of an independent nation with no prodding for it to do merc work, free to do whatever they want (bring madness to the world), that sounds good too.

Septimius Severus July 6th, 2010 05:24 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
Quote:

Originally Posted by Finalgenesis (Post 751065)
Would it be a better idea to use MA R'lyeh, or tone down LA's death dominion? I see Pros and Cons

Generally each game is single age. The death dominion might be toned down, or the player could conceivably take a high growth/high order/low dominion if they chose (the enclosed area is about 18-20 provinces large). LA Ermor option would be the same map but without the water provinces.

There's always pros and cons.

Quote:

Originally Posted by Finalgenesis (Post 751065)
Do Ryleh have teleporting access to 4 corner?
Mobility aid like flying ships?

I thought about adding 4 lakes in the corners and connecting them to the central sea but decided against it, as it left teams too vulnerable in my opinion and R'lyeh's dominion would always be low in the corners. I also have plans for the corners most likely an easily accesible magic locale for each team. Enabling recruitment of Draconians, Devils, Mages, Mechanical Men, or something suitable to each teams theme. Maybe a cave/tunnel to enhance team mobility.

If the water version is used, I am actually more concerned about the mobility of the teams who will have to either go around or through the water to get at the team diagonally opposite of them. But that does also add some strategic flavor as well. I won't be handing out flying ships to anyone.

The AI will be pressing harder on the teams in this map (the starts will be mixed though, primary and secondary starts will not be the same AI nation) and I think an LA ermor in the center would have much more room to expand than Atlantis had in the current game but of course without the protection that water affords.

Quote:

Originally Posted by Finalgenesis (Post 751065)
Or if I understand correctly, they are really relegated to the role of an independent nation with no prodding for it to do merc work, free to do whatever they want (bring madness to the world), that sounds good too.

Right, they are not a merc with enforced neutrality and rules they must abide by like in the current game. They are an independent nation, free to do what they want. Also free to get wiped out (like in the current game). :D The emphasis remains on the teams of course. But it is great for the player who wants to be involved in a team game and perhaps be the x or unknown factor in such a game, but also wants greater freedom and doesn't want to deal with communication overhead that goes with teams. Also lets them play more interesting/fun nations like LA Ermor, LA R'lyeh that are often banned due to their peculiar nature. And of course they may ally with whoever they wish or act as a merc if they so choose. Its up to the player.

AlgaeNymph July 6th, 2010 09:13 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
Quote:

Originally Posted by Septimius Severus (Post 751086)
But it is great for the player who wants to be involved in a team game and perhaps be the x or unknown factor in such a game, but also wants greater freedom and doesn't want to deal with communication overhead that goes with teams.

Me! Me! Me!

chrispedersen July 7th, 2010 12:31 AM

Re: Nav II Under Construction. Recruiting Captains!
 
bleh.

AlgaeNymph July 10th, 2010 10:15 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
Anyway...does anyone think we have a chance against the Supplicants?

chrispedersen July 11th, 2010 12:37 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
No, I say lets call it. As squirrel and I determined when I (re)joined, the game already was over.

The cromies got nuked by attacking a couple of AIs, Caelum attacked the usurpers. Nothing like being jumped by 120 mammoths.

No water to speak of.. the list goes on.

Congrats to Set, ano and the rest.

ano July 11th, 2010 03:47 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
I don't mind really. Also, RL makes it harder and harder to process the turns for several nations at once. And true, you don't have a chance, even if you all ally.
In case anyone is interested, I'll post an archive of our turns here once the game is called finished

Lingchih July 11th, 2010 04:51 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
I would go back to the Noobs vs. Vets format. Noobs and vets is woosy.

Of course, Sept would have to be a vet now.

AlgaeNymph July 11th, 2010 04:58 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
How about noobs vs intermediates vs vets? I'm not a noob but I still don't see myself as a vet.

ano July 11th, 2010 03:22 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
Lol. Looks like the most people are gonna stale now. Sept said he was usually online to provide delays, I remember..
Anyway, we won't play anymore. Thanks everybody. It was a nice game even though an unbalanced and pretty easy one.

Septimius Severus July 11th, 2010 03:33 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
I am calling the game at turn 33. This last turn will be allowed to process to allow any player who wishes to see the results of a battle to do so (currently 40 mins left). The game will then be taken down.

The Supplicants of Set have won the game via mutual agreement/concession having acquired the most victory points, 11.

Conngratulations to the Supplicants of Set. :first:

Assuming no objections, the team forums will be archived shortly and made public as is our custom.

Septimius Severus July 11th, 2010 03:50 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI. In Progress.
 
And now it is time for thanks and acknowledgements. :D

Very special thanks goes to Gandalf Parker for hosting the game and for his innovative AI work. :clap::clap:

Special thanks to the following:

Rdonj, who did an excellent job as team advisor for the Children of Crom. Rdonj was always there for players when someone had a question. :clap:

Ano, captain of the victorious Supplicants of Set. :clap:

Squirreloid, temporary captain of the Usurpers team. :clap:

Chrispedersen, for his work on the pretender mod and his efforts as captain of the Usurpers team. :clap:

Zegc-Ben, in the role of Market Master and Atlantean Mercenary. :clap:

I also wish to thank the following players:

Wrana
Cammorak
Jorus
FinalGenesis
Tonno
Karnoza
Natpy
Don Pablo
Algae Nymph (the Courageous)
Numahr
Willburn

And of course Burnsaber, Edi (for the BI mod), Ballbarian, and the rest of the dom3 community for their input, assistance, and support.

ano July 11th, 2010 05:19 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI. Game Over. Supplicants Triumph!
 
Many thanks, Septimius, for the game organization. It was a cool idea but, sadly, there were some obstacles that prevented this game from being really fun and exciting. But still, thanks to everybody.
Is anybody interested in the archive of our turns?

Numahr July 11th, 2010 05:34 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI. Game Over. Supplicants Triumph!
 
Thanks Septimus for the game's organization.
Yes Ano I would be interested by the archive of your turns...

ano July 11th, 2010 05:43 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI. Game Over. Supplicants Triumph!
 
1 Attachment(s)
Ok, here it is
Am waiting for Septimius to open the forums

Septimius Severus July 11th, 2010 05:56 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI. Game Over. Supplicants Triumph!
 
The team forums have been opened for public viewing:

http://noobsvets.silverforum.net/viewforum.php?f=7

And keep an eye out for game 3, due out fall 2010.

NaVIII will hopefully feature among other things:

  • New and more balanced custom pretenders for each team
  • Faction specific spells, heros, and magic sites
  • A single independent nation free to do as they please
  • Gandalf's trademark GENOCIDE AI (with improvements)
  • And much more...

I've set up a forum for updates and info on the upcoming game. You may also provide comments, suggestions, and those interested may pre-reserve a position.

It can be found at the link below and via link from the opening post:

http://noobsvets.silverforum.net/viewforum.php?f=19

Thanks for playing. I learned a lot and had great fun. Especially since it was my first time playing Agartha. :D

ano July 11th, 2010 06:40 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI. Game Over. Supplicants Triumph!
 
After having read the Usurpers' forums, a few comments.
First Fires From Afar were because we suspected BL was aiming for Const 8 and the Chalice which we could not give you. So, when you started reaching 2800 research (8th level) and we clearly saw we couldn't reach you, we decided to try killing your mages. We saw a Kinnara when everything was ready for the Fires so, obviously you were not aiming for Const, but still decided to fire.
The latter 10 casts were just a demonstration of power after you have officially declared war by attacking Jotun capital siegers. I saw BL lost a lot and hopefully Mictlan and Pyth lost something too. We were planning to summon elemental kings but decided to hesitate with it
In the nearest two turns we were planning a massive teleporting attack on a death spec province you conquered with cutting off retreat and after that - a fortress there with a Blood spell so that you could not retake it.

p.s. Password for all our nations is "sos" (Abbreviation for Supplicants of Set)
p.p.s. Also, In case you're interested in our strategies, read Strategic plans for our team section of the forums. The most things were played just as supposed, the biggest difference being that I didn't realize how much space is covered with the AI's

chrispedersen July 11th, 2010 07:03 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI. Game Over. Supplicants Triumph!
 
Thanks, Sept, Squirrel, Algae, Willburn, Numahar Ano and all...

Can we kill the archives.... I'd rather just forget this = ).

Cammorak July 11th, 2010 08:20 PM

Re: Noobs and Vets II: Days of Infamy. MA, BI. Game Over. Supplicants Triumph!
 
Thanks, all. It was interesting. Alas, it seems I was on vacation when the game was called. Playing Ashdod was fun and I feel like this game was a good foot-in-the-door for team games.

Thanks, all. Congrats to the Usurpers.

Wrana July 12th, 2010 03:17 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI. Game Over. Supplicants Triumph!
 
Thanks to all. Sorry for staling last turns, Septimius - I had some still unexplained glitch at my home computer, so without net access.

Septimius Severus July 12th, 2010 04:26 AM

Re: Noobs and Vets II: Days of Infamy. MA, BI. Game Over. Supplicants Triumph!
 
Just tying up some loose ends:

Quote:

Originally Posted by Lingchih (Post 751557)
I would go back to the Noobs vs. Vets format. Noobs and vets is woosy.

Of course, Sept would have to be a vet now.

Thanks for your input Ling. The NvV format can be a viable format, and I know many vets feel more comfortable playing with players of the same experience level (and of course love smiting noobs!). The format did have some issues though, such as finding a correct ratio between the numbers of vets and noobs on each team (and some communication problems with the large teams). Balancing the natural advantage vets have in a matchup between noobs is difficult at best. My solution was to use a 2 noobs to 1 vet ratio, but considering the vets got beat in 2 out of 3 games, a lower ratio might be needed. Even a 1.5:1 or 1:1 ratio has so many other variables (player experience, skill, map setup) to balance, it can be a devilish job. But I support anyone who wants to try it.

I have actually been asking Rdonj to admin a NvV reunion game, where former noobs face off against their old nemesis' to prove their worth. Still be unbalanced experience wise, but not as bad.

Considering the divisiveness that already exists/has existed in the community between various factions, the good thing about NaV, is it brings both experienced players and noobs together, to work and play together.

I certainly am not a vet yet. An intermediate at best. :o

Quote:

Originally Posted by AlgaeNymph (Post 751559)
How about noobs vs intermediates vs vets? I'm not a noob but I still don't see myself as a vet.

Sounds like a fun and certainly a possible idea. Again, the challenge will be balancing the experience gap.

Quote:

Originally Posted by ano (Post 751612)
Many thanks, Septimius, for the game organization. It was a cool idea but, sadly, there were some obstacles that prevented this game from being really fun and exciting.

Well the greatest obstacle in my opinion was the loss of the Sanguinarium team, as the game was designed for 4 human teams. Still we did the best we could, decided to press on, and I think had at least an overall enjoyable game, and certainly learned a great deal.

As for the AI, it will be tweaked in game 3. It will be more evil in other ways, but PD, production capacity, and starting armies will be reduced (no more mammoths). It will still play an important strategic role, but not to the extent it did in game 3. The combination of the indy player and the bonuses the teams will have, should not make this an issue.

I am looking forward to reading Ano's team forum (though the turn threads appear to be in the Cyrillic alphabet). I had actually gotten tired of C'tis sitting back and sipping cool drinks while we fought hordes of AI Man, so I devised a plot to force them into a fight with the AI. Too bad we did'nt go through with it. :D You can read about it here: http://noobsvets.silverforum.net/vie...php?f=12&t=395

Quote:

Originally Posted by chrispedersen (Post 751623)
Can we kill the archives....

Sorry Chris, I had assumed since I heard no objections, that the archiving would be OK. If you prefer I not archive your teams forums, I can remove it or give you a chance to edit it before making it public. I would like a chance to read it first though. :) I think in the long run though, the overall benefits outweight the negatives.

ano July 12th, 2010 05:06 AM

I read about your "super-plan" yesterday, Sept. Obviously, we wouldn't reattack the province if you or Atlantis attacked it and it had borders with Man. It's just too simple. We would attack with a Golem of a Boots-of-the-Planes-Wielding wight mage. Also, I doubt it would be too easy for you to take it as there have always been amazons scripted to attack-leech-leech-leech. I don't know if they've been there the turn you planned it, though.
C'tissian dominion played its role perfectly as a "wall" and though I had more aggressive plans for C'tis initially, I think they played their role well as a research monster. And a blood monster as well, though it was not planned. We had about 250 or more slaves the last turn.
Machaka was a fetish and forge monster (after we found a const bonus site with Bakemono Sorcerer enslaved by Ermor the things became even easier)
and Shin and Ermor were aggressive and you could perfectly see this from the graphs.


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