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Re: Players needed for an experimental game
Sounds fun, I'm in.
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Re: Players needed for an experimental game
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Re: Players needed for an experimental game
Well I suppose I could try to dig my mail out of the "sent" folder, that should work -- thanks!
I had sort of hoped it wouldn't be a "You play someone else's build" game -- I don't dislike such games because I feel "cheated", but I can't imagine me feeling "chez moi" in someone else's design. But ah well -- should still be very interesting! look forward to receiving a turn soon...! |
Re: Players needed for an experimental game
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Assume there are 4 players, A, B, C and D, and preference lists are shortened to 4 entries for clarity. A's preferences are: 1 - Ulm 2 - Man 3 - Caelum 4 - Ermor B's prefs: 1 - Caelum 2 - Ermor 3 - Man 4 - Abysia C's prefs: 1 - Man 2 - Abysia 3 - Caelum 4 - Ulm D's prefs: 1 - Man 2 - Caelum 3 - Ulm 4 - Ermor Let's call A's Ulm design Ulm-A, and so on. Now let's see which nations will be played. A will get Ulm and B will get Caelum, since noone else chose them as 1st picks. C and D are competing for Man, so none of them will get it. Instead C will get Abysia, since it's still free, and D will Ermor, since his 2nd and 3rd picks are already used by another player. So the nations and designs will be Ulm-A, Caelum-B, Abysia-C, and Ermor-D. Now let's decide who kills who: A -> B -> C -> D -> A (A is B's assassin, etc.) So in the end the player setup will be: A plays Ermor-D (the Ermor that was designed by D) B plays Ulm-A C plays Caelum-B D plays Abysia-C The designs will be remade so Ermor-D uses A's password, and so on. OFC, when the game starts, noone knows who plays what, the only info each player has is the design of his victim's nation. Quote:
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Re: Players needed for an experimental game
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Re: Players needed for an experimental game
oh oh...my assassin is going to be stoked....I made some really decent pretenders....
geez.... Okay, let's see if we can make this work! I'm in... |
Re: Players needed for an experimental game
I pretty much guessed what Nagot had in mind. http://forum.shrapnelgames.com/images/icons/icon7.gif (However I did choose pretenders I thought were good and that I would want to play myself. And no, I'm not the one who was talking to Norfleet. http://forum.shrapnelgames.com/images/icons/icon12.gif )
Sounds fun. I'm in. BTW, I was in a fun and interesting game like this of Space Empires IV Gold. It's a bit easier there in that you can share star systems and fly through foreign positions as long as you have a peace treaty. It's also harder in Space Empires, because of the ability to give things to threatened victims to keep them alive. It got perverse at the end, though, because it was a "game over when the first one dies" game, and the first threatened victim player tried to use reverse psychology by refusing to rebuild himself "my weakness makes me strong", which sort of worked but ultimately backfired. I managed to keep them alive and make myself strong enough to stay alive, but then the race trying to kill me got frustrated at my defenses and blackmailed me to scuttle my defenses or he would end the game by backstabbing the weakest victim. I refused and attacked the blackMailer, the weak victim refused help, and my assassin then killed the weak victim, even though it meant giving the win to the weak victim's assassin. Fortunately, in this game it won't be possible to trivially keep a weak player alive, and the point system means it's not so "all or nothing". However there is still the interesting element that it is in no one's interest to assassinate anyone except their target, and that target probably won't be a neighbor at first. I have a question about the scoring though. Supposedly it's intentional that two killers can win... but I don't see how. I only see that a 2nd or 3rd killer can win if all previous killers are dead, but no way to tie. PvK |
Re: Players needed for an experimental game
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Re: Players needed for an experimental game
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The funny part is you have no way to know who your new victim will be before your current victim is eliminated - unless that victim talks too much OFC http://forum.shrapnelgames.com/images/icons/icon12.gif . So in the above scenario it's possible that B realizes A is his new victim after he killed the first one. I forgot to mention I'll keep an eye on the game's progress, so as soon as someone is eliminated I can notify the assassin who his new victim is. |
Re: Players needed for an experimental game
Sounds really fun. Count me in http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Players needed for an experimental game
Here's a question for you:
Are there any points for just killing the Pretender but not wiping out their nation? Like if an assassin gets in and takes a fellow out... Just a thought. Maybe 1 point? http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Players needed for an experimental game
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What if you and someone else pepper the province where your victim's pretender resides, with rituals like Seeking Arrow or Fires from Afar, and he and at least one other leader die as a result? There's no way to know who actually delivered the killing blow to the pretender. Should I give you points? What if someone invades the province where your victim's pretender is, and the pretender routs and dies because you just conquered the one province he could retreat to? You didn't even meet this pretender, or try to assassinate him with spells, yet his death is a byproduct of your action. Should I give you points for that? What if your victim's pretender dies from a disease he got when you wounded him in that battle 2 turns ago? Should I give you points? These are just 3 examples out of the may ones I figured out while pondering this issue. So put the blame on Dominions' richness, not on me! http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Players needed for an experimental game
Understood.
Then we really are just considering our pretenders as a sort of "elite" unit. Nothing more. I guess what threw me is using the lable "assassin" and "victim" for each side. Perhaps declaring "feud" or "causus belli" or "kanley" or something? A lable more national sounding? Don't mind me. I'm just chomping at the bit to get into this. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Players needed for an experimental game
Honestly. And here I thought I was paranoid...
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Re: Players needed for an experimental game
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... just kidding. http://forum.shrapnelgames.com/images/icons/icon10.gif PvK |
Re: Players needed for an experimental game
This sounds cool - I'm still in
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Re: Players needed for an experimental game
Great to hear that this game is starting soon. But (don't take this the wrong way) I'd rather have such mass-mails with the recipients in the BCC ( -> blind ) list than in the normal "TO" field. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Players needed for an experimental game
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Re: Players needed for an experimental game
Has the first turn gone out yet, and I missed it?
My spam filter is acting a bit wonky, so it might have been deleted by mistake http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: Players needed for an experimental game
I just got mine not long ago.
PvK P.S. However, I can't start it. It says it can't find a mod file called misf15.dm. Was this a mistake when creating the game (forgot to disable a mod?) or do we need to do something special (like go get a mod) to play? [ July 14, 2004, 01:31: Message edited by: PvK ] |
Re: Players needed for an experimental game
Yup, I forgot to disable a mod before generating the game. Check your mailbox again.
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Re: Players needed for an experimental game
Now that the game has started... What about diplomacy? How much is allowed and by what means?
I can already see that this is gonna be fun AND a good experience. Got one of the races I'm least experienced with. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Players needed for an experimental game
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(Except means such as the physical elimination of the player controlling that nation, OFC. These rules aren't applicable outside of the game limits! http://forum.shrapnelgames.com/images/icons/icon10.gif ) |
Re: Players needed for an experimental game
Hah!
You will all die as squishy bits under my steel boots! But I can't tell you just who I am....because my assassin might be reading this. But you just wait and see!!!! http://forum.shrapnelgames.com/images/icons/tongue.gif [ July 14, 2004, 22:10: Message edited by: En Forcer ] |
Re: Players needed for an experimental game
One of the players who signed up for the game seems to have vanished. He must be experiencing RL problems since he also failed to submit turns in other games lately, and isn't replying to emails.
So I'm looking for a replacement for Vanheim. At the time I'm posting this, all nations but Vanheim have submitted orders after receiving their first turn, but the new turn hasn't been generated yet. To avoid the game stalling for too long, I may have to submit basic orders for Vanheim myself, so if you're interested you won't have to rule over an underdevelopped nation. Be sure to check this thread if you haven't done it yet, as this is a very special game with very special victory conditions. |
Re: Players needed for an experimental game
Forget the previous post, it seems the missing player eventually resurfaced. http://forum.shrapnelgames.com/images/icons/icon6.gif
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Re: Players needed for an experimental game
Shall we iterate some sort of standing rule?
Say... if a player doesn't respond in 36 hours the administrator takes over the turn in the interest of all the other players. 36 hours seems more than enough time to contact someone or find an alternate means of communication if your system is down to let us know. What do you guys think? |
Re: Players needed for an experimental game
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