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Re: YARG2 , Non-Newb EA RAND game [Enlisting 22/24]
Yes. I already posted I'll reduce VP. Perhaps 10 though. We are 24 players after all, 9 is barely more than a third.
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Re: YARG2 , Non-Newb EA RAND game [Enlisting 22/24]
I think - less the VP's - more dynamic the game. Reducing VP's would force people to fight each other rather then turtling.
Besides - if nobody is really going to stop the leader, what's the difference 9 VP's or 11? Eleven would just make the game longer. I think 9 is just the right number, but it's just my opinion. I wander what others think. |
Re: YARG2 , Non-Newb EA RAND game [Enlisting 22/24]
10 is good.
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Re: YARG2 , Non-Newb EA RAND game [Enlisting 22/24]
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If we go for vanilla Alexander(no sites), then it will literally mean totally random starting locations (unless my understanding is wrong regarding map editing and the "no_start" tag), as about 80%+ of the provinces seem to be marked as starting locations. Some people are fine with random starts, other people obviously have issues with it. So if balancing the start locations needs to be done anyway (which it will unless you go for random starts), then I don't foresee it being that much extra work to sort out the issue regarding water nations that I talked about. I hope to have an hour or two free this evening, so I should be able to make a start on it. As the sooner I can get a Beta version out, the sooner people can start testing it for unwanted errors etc. |
Re: YARG2 , Non-Newb EA RAND game [Enlisting 22/24]
Either is fine
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Re: YARG2 , Non-Newb EA RAND game [Enlisting 22/24]
You'd probably have to do it by hand for 24 players. I had to do same thing for Utopia, but it was 18 players iirc.
10/24 VPs sounds like small thing, but people are probably right that even that is too much, especially for RAND game. LR is what? 9/18? And there are some voices that it will never end, or at least drag over turn 100. I'm not in it, but I suggest you go with 9 VPs. People should be smart enough to stop nations with big teleport + crumble capabilities :) And it's about winning and stopping others from winning, so faster game is better. BTW, let me know when I can roll nations, some people are pesterin me on IRC already, dunno if I can roll them nations earlier. |
Re: YARG2 , Non-Newb EA RAND game [Enlisting 22/24]
Alexander is preset for 16+3 nations (I pity the poor water sucker in the middle). You can see it in the map file at the start - #start locations. Maybe just drop one player and start with them? ;)
My preference is higher VP condition if it makes any difference. No clams should reduce MM enough. |
Re: YARG2 , Non-Newb EA RAND game [Enlisting 22/24]
Calahan and all who care to opine, would it be that terrible if we go for random start locations?- If it's perceived to be problematic then we'll go with your, non-existent-yet-and-pending-your-work, fixed map
Re. VPs. 10 sounds like a good compromise between late game MM and the fact that we have 24 players on board. Why don't we stick with that? Zeldor, Let's wait for last 2 slots to fill. I don't think this will take more than a day or two at most. If we don't get them full by that time we'll just drop out the 2 worst EA nations and get started with 22. Once the list is full I'll send you the names for you to roll. All: Please take the time to start sending your emails to me. I'll need them for setting up the server. I'll probably also send them to rdonj - our game admin. |
Re: YARG2 , Non-Newb EA RAND game [Enlisting 22/24]
Ok, I've just spent the last hour or so playing around with the Alexander map (map voting is now closed btw). I should be able to deliver on all the aims I stated before, as the map is a bit more generous than I first thought with regards available space. I also don't mind spending time to get the map right before the game starts. If the game is going to last several months, a few hours extra at the start means very little time wise, but could mean a great deal enjoyment wise.
Only question that remains about the map is the water nations. At the moment I've joined up the main bodies of water using the rivers by connecting 192-227, 227-266 and 265 - 7. I've also added two rivers (or will add once I get my easel out) to connect 265 - 251 and 266 - 5. This has the effect of turning the water into a wraparound. I am then looking to start the water nations at 29, 265, and 121. This gives each water nation 3 adjoining provinces, and each water capital is 6 provinces away from both of the other two water nations capitals. So nobody has to be in the middle. This is the only way I can see to balance 3 water nations. The other alternatives are to either accept one water nation getting a doomed start, or as Psycho says, drop one water nation, and let the two remaining fight it out on the usual water provinces (ie. Without the river connections I've added). I might be able to release a Beta map within the next hour or two. Failing that I hope to get it out by tomorrow afternoon (GMT) And if anyone has any views with regards the map, balancing, what to do with the water nations etc. then please shout your thoughts out sooner rather than later :) Quote:
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Re: YARG2 , Non-Newb EA RAND game [Enlisting 22/24]
Those sound like good modifications, Calahan. Thanks for all the work. I would prefer nice, fixed starting locations for a game of this size.
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Re: YARG2 , Non-Newb EA RAND game [Enlisting 22/24]
I think making it wraparound for the water nations is best and simplest solution. It might not look so tidy on the map, but as long as it plays OK, who cares?
And I would rather have more than fewer VPs necessary. As Psycho said, there'll be no gem generators. And if one nation is truly on a roll, one or two extra caps will not be hard to attain (note how Midgard rolled up Man and Utgard's capitals in quick succession). But in a no-diplomacy game, I think it takes players extra time to disengage from whatever local action they are involved in, in order to deal with the leader (at the end of YARG 1, I was fighting Midgard alone until the very last turn). That's my opinion, at least. BTW, I'm going out of town Mon-Wed. What's the time frame on starting this game likely to be? I'd hate to delay things right at the start, but I might need an extra day or two to design a pretender. But I promise, after this trip, I'll have no more fun of any kind until summer at least :) |
Re: YARG2 , Non-Newb EA RAND game [Enlisting 22/24]
I waited for your map selection deadline to pass, to give available vets a chance to sign up first. I am interested, and would like to be considered for one of the open spots. I am new, but not completely inexperienced, and if I have earned a reputation yet, it will have been for playing out my games no matter how badly I screwed up the start. This would be my 8th MP game on this forum, I think.
I will not be offended if you think I'm too green for what you're trying to put together here. ;) |
Re: YARG2 , Non-Newb EA RAND game [Enlisting 22/24]
Calahan
Thank you very much for your efforts. :up: WraithLord If we fail to fill last slots, I would prefer to remove Niefel and Hinnom from the game rather then so called 'weakest' nations. |
Re: YARG2 , Non-Newb EA RAND game [Enlisting 23/24]
ok. This is the current list. Player, has email?:
1. Dimaz, yes 2. Clahan, yes 3. WraithLord, yes 4. WingedDog, no 5. Isokron, no 6. Slobby, no 7. Alpine Joe, no 8. TwoBits, no 10. Frozen Lama, no 11. Agusti, no 12. Don Pablo, no 13. Danbo, no 14. LumenPlacidum, no 15. Psycho, no 16. yandav, no 17. Graeme Dice, no 18. ghoul31, no 19. Rytek, no 20. Lingchih, yes 21. GameExtremist, no 22. Aethyr, yes 23. Stagger Lee, no 24. chrispedersen? , no chrispedersen has expressed interest to join but has some RL limitations that may prevent that. I'm waiting to hear back from him today. Zeldor, Please roll nations :) Results should go to the games admin - rdonj All players listed as email sent?- no, please start sending your emails. Please also note that once we confirm that last spot I want to give everyone a week to play with nation builds. Then we start the game. |
Re: YARG2 , Non-Newb EA RAND game [Enlisting 23/24]
I prefer 11.
Nigel Tufnel: The numbers all go to eleven. Look, right across the board, eleven, eleven, eleven and... Marty DiBergi: Oh, I see. And most amps go up to ten? Nigel Tufnel: Exactly. Marty DiBergi: Does that mean it's louder? Is it any louder? Nigel Tufnel: Well, it's one louder, isn't it? It's not ten. You see, most blokes, you know, will be playing at ten. You're on ten here, all the way up, all the way up, all the way up, you're on ten on your guitar. Where can you go from there? Where? Marty DiBergi: I don't know. Nigel Tufnel: Nowhere. Exactly. What we do is, if we need that extra push over the cliff, you know what we do? Marty DiBergi: Put it up to eleven. Nigel Tufnel: Eleven. Exactly. One louder. Marty DiBergi: Why don't you just make ten louder and make ten be the top number and make that a little louder? Nigel Tufnel: [pause] These go to eleven. |
Re: YARG2 , Non-Newb EA RAND game [Enlisting 23/24]
Very well. Let's do a vote on VPs. Options are 9,10 or 11. Deadline tomorrow evening 21:00 GMT.
So far: 9: 1 10: 2 11: 2 |
Re: YARG2 , Non-Newb EA RAND game [Enlisting 23/24]
Don't count my comment Wraithlord. I was just making a joke :)
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Re: YARG2 , Non-Newb EA RAND game [Enlisting 23/24]
One more thing. Your emails are not needed for creating the game. They can be used by rdonj to prevent spoofing. I recall this happening in the past so better be safe then lose a spot to someone who interjects a .2h file and overrides yours.
EDIT: I'm not sure about the mechanics of ULing pretenders to server but I do recall some issues in this area with players not even from this forum sending pretenders. Maybe I'm just being paranoiac :) Vote on VPs. Options are 9,10 or 11. Deadline tomorrow evening 21:00 GMT. So far: 9: 1 10: 2 11: 1 |
Re: YARG2 , Non-Newb EA RAND game [Enlisting 23/24]
Hey guys, it's me. Just letting you know, even if I'm not talking I'm watching this thread pretty close. And yes, sending me all your emails will be very helpful for speeding things up down the line if subs become necessary. But it won't really do much to help with people who sneak their nations in before you. Just be careful and if you think that your pretender may not have gotten through and your slot appears taken, notify me and I will delete the nation's pretender so you can try again.
Not being too paranoid WL, I've seen that happen in a number of games now. Might be happening less now though. |
Re: YARG2 , Non-Newb EA RAND game [Enlisting 23/24]
Ok, nations are rolled and sent to rdonj.
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Re: YARG2 , Non-Newb EA RAND game [Enlisting 23/24]
rdonj, I've some of the player's emails already. I'll send you what I have.
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Re: YARG2 , Non-Newb EA RAND game [Enlisting 23/24]
Okay, so currently there are 23 players signed up and rolled for. If the game gets another player I know which nation they are getting. I will start letting people know their nations a few hours from now.
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Re: YARG2 , Non-Newb EA RAND game [Enlisting 23/24]
Seriously WL, if you want to take me up on my offer to play it was genuine.
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Re: YARG2 , Non-Newb EA RAND game [Enlisting 23/24]
Vote for 11 VPs.
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Re: YARG2 , Non-Newb EA RAND game [Enlisting 23/24]
1 Attachment(s)
Ok, version 0.7 of the map is attached. The change-log and start locations are as follows.
Start Locations Twenty one Land.... #1 --- 30 #2 --- 22 *** Too good? #3 --- 65 *** Six adjoining, but two are wastes, and in fairly exposed spot. #4 --- 66 #5 --- 67 #6 --- 76 *** Too good? #7 --- 89 *** Connected 89 - 85 to ensure four adjoining. #8 --- 140 #9 --- 152 #10 -- 153 *** Too safe? #11 -- 157 *** Removed connection 157 - 161 to stop overlap with water capital at 139. #12 -- 164 *** Only three adjoining. Will balance either by finding another adjoining, or give adjoining gold/resources mines, large province tags, add farmland etc. #13 -- 167 *** Swamp start, can easily remove the swamp though. #14 -- 202 #15 -- 206 #16 -- 207 *** Removed all the 'many sites' tags that were near here. #17 -- 232 *** Connected 232-222 to ensure four adjoining. #18 -- 247 *** Removed connection 247 - 245 to ensure three provinces between capital at 272 #19 -- 267 #20 -- 272 #21 -- 287 Three Water.... #1 --- 139 *** Removed connection with 168 to ensure only three adjoining, and to maintain distance from other water capitals. #2 --- 265 *** Connected 265 - 7 and 265 - 251 (I advise enabling the neighbour connections UI option.) #3 --- 33 All Land capitals should be between 3-4 provinces away (ie.Cap-Indy-Indy-Indy-Cap) from their nearest neighbour. All Water capitals should be 6 provinces away from both other Water capitals. With approach access available from both sides, so all three can have 2-on-1 wars. As you can see, I've made comments regarding several of the starting locations. These are not based on any testing, but more a gut feeling of unease I have about some starts being a bit better than others. This is just part of the game though, as no way for this to ever be solved unless you play on totally symmetrical / mirror imaged maps. I've made note of them though in case some are just too outside the norm. Will await feedback on these before I attempt to do anything about them. Also commented on where I've had to change the default province connections and why. Here is the full change list regarding province connections, and the reasoning behind them. New Water Connections 192 - 227 *** So that Water is wraparound. 227 - 266 *** So that Water is wraparound 265 - 251 *** So that Water is wraparound. Need to add a new river to the map for clarity. 5 - 266 *** So that Water is wraparound. Need to add a new river to the map for clarity. 265 - 7 *** So that the Water capital at 265 has three adjoining 176 - 171 *** To remove isolated water province, be consistent with river connections, and enable more tactical options. Easy enough to remove this connection though if people think it's unneeded or just simply a bad idea. 183 - 68 *** To remove isolated water province, be consistent with river connections, and enable more tactical options. Easy enough to remove this connection though if people think it's unneeded or just simply a bad idea. Removed Water Connections 168 - 139 *** To ensure fairness with only three adjoining for Water capital at 139, and to maintain equal distance between all Water capitals. Removed Water - Land Connections 161 - 157 *** To ensure that the Land capital at 157 does not share an adjoining capital province with the Water capital at 139. New Land Connections 85 - 89 *** To ensure capital at 89 has four adjoining. 232 - 222 *** To ensure capital at 232 has four adjoining. Removed Land Connections 245 - 247 *** To maintain minimum three province gap between capital at 272. Almost all the changes to connections are for balance purposes. I've also tried to give the Water nations a fighting chance to get on land by giving their capitals Land adjoining provinces that are not part of a Land nations adjoining capital province. If that makes sense?!? I'm also hoping this will help slightly with the Dominion spread problem that Water nations often have when the water is elongated. (like it is on this map) Install Instructions --- Unzip the attached file, called "Alexander_no_sites_for_YARG2.map", and put it into your "dominions3\maps" folder. Then when starting a new game, you should see the map selectable as "Alexander_No_Sites_for_YARG2". The Alexander map itself can be found here.... http://forum.shrapnelgames.com/showthread.php?t=37295 If you are visitng this thread, please thank Pashadawg for creating the map. I think that's about it. Made a reasonable stab at balancing the starts. One or two I'm a little unhappy with, but 24 is a lot of nations as I've already noted. Also a little worried about the number of start locations that are in forests. Mainly because there are not that many forests on this map anyway, and a lot of nations like building forts on forests. So may add a few forests here or there. Most likely where there are forests already. I hope I've listed all the changes I've made. Apologies if I've missed any though. (and let me know if I have) Also, please please please provide feedback if you encounter any problems with the map, or indeed if I've made changes that you just don't like or agree with. For example connecting the isolated water provinces which weren't needed to make the water wraparound. I am more than happy to receive any sort of negative feedback, indeed it would be most welcome if it helps improve the map. One thing that won't help at all though is if you spot a problem, but then don't report it for some reason. If you see something, then post it or PM it to me, and I'll try and fix it. Once the game is up and running though, it will be a lot more hassle to fix things (if indeed they can be fixed at all by that stage). Finally, and most importantly of all. If you are testing this map, and you see a starting location that isn't listed above under the list of "Twenty one Land" "Three Water", then contact me asap, since nations not starting where they should will really mess up the game. I've started about a dozen all EA nations games to test the starts, and so far they've always started exactly where they should. But like I said, if you experience differently, it's very important that you mention it before the game starts. I hope to get the visual editing of the map done by the end of the weekend. It should play fine as it is, but want to have the map borders visually matching the changes I've made before we get underway. (you will all then have to download a ~35mb file to see the visual changes) That's all for now folks :) |
Re: YARG2 , Non-Newb EA RAND game [Enlisting 23/24]
Rounding up a few things....
Quote:
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(***Smile immediately wiped as I don't even need rdonj to contact me to already know Zeldor has given me someone like Agartha :() @ WraithL - I vote for 10 VP's. @ rdonj - Many thanks once again for offering to admin the game. Wouldn't be possible without your kind help and assistance. And I look forward to bombarding you endlessly with PM's whenever I spot a staler :) @ Zeldor - Thanks for rolling the nations once again. From the YARG1 thread Quote:
Edit: Damn, I passed the 1,000 posts mark without even noticing. I had a big party planned for it and everything :( Wonder if I get a telegram off shrapnel or something for achieving this milestone? |
Re: YARG2 , Non-Newb EA RAND game [Enlisting 23/24]
Huh, I didn't save the copy of rolled nations, so only rdonj now knows who is who, unless he sends me a copy of the PM I sent him :P I remember some of nations rolled, but not yours, Calahan :)
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Re: YARG2 , Non-Newb EA RAND game [Enlisting 23/24]
Quote:
How about if I do the following: Today I'll wait for chrispedersen to confirm whether or not he'll join. He said he wants to yet has RL limitations that may prohibit that. In case he's not interested/can't join/doesn't respond today then you'll get the last spot. In case he does want to join then I think the fairest resolution to the conflict is to flip the coin. I'll ask Zeldor to kindly roll (so that he'll be the bad guy ;) ) sounds ok? In any case were now fully booked. I'll update first post to reflect that. |
Re: YARG2 , 24 players EA RAND game [rolling nations, 23/24 ]
Squirrelloid, forget all that that. You're in for sure :)
You see I made a silly mistake and left out the 9th spot, so it was actually vacant the whole time. The last player may either be chrispedersen or, he he can't join, the next player who expresses interest to join. |
Re: YARG2 , Non-Newb EA RAND game [Enlisting 23/24]
Quote:
Nah, unfortunately you do not. Unless perhaps you are johan's cousin or something. I missed my 2,000th post too, I was kind of looking forward to that. Now I'm a few hundred beyond that. Whoops. Also, the first round of nation picks is out, going to people who sent me their emails first. I'll finish this up over as soon as the pm limit lets me. |
Re: YARG2 , 24 players EA RAND game [rolling nations, 23/24 ]
Well if Chrispedersen can't join this game I'd be glad to enlist.
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Re: YARG2 , 24 players EA RAND game [rolling nations, 23/24 ]
All players should have their nations now. If you got any particularly weird messages from me, I apologize, I had to do something to keep myself entertained while I waited out the pm sending limit :P
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Re: YARG2 , 24 players EA RAND game [rolling nations, 23/24 ]
Kheldron, welcome aboard :)
Alas, chrispedersen will not be able to join this game :( All, I got one PM from a player who thought he was out although he was actually listed as a player in the game. So please, always refer to the first post. I keep it updated. |
Re: YARG2 , 24 players EA RAND game [full, nations assigned, test your builds!]
Okay, pming kheldron his nation now.
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Re: YARG2 , 24 players EA RAND game [full, nations assigned, test your builds!]
If someone else will want to leave, I'm in a waiting list :) I'm trying to avoid new games, but rules sounds nice
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Re: YARG2 , 24 players EA RAND game [full, nations assigned, test your builds!]
10 VPs please.
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Re: YARG2 , 24 players EA RAND game [full, nations assigned, test your builds!]
Calahan
I browsed the map a little, and noticed: 272 connects 16, 252 connects 205 they are not supposed to be connected in original map. You never mentioned you made this changes, and I see no logical explanation why they are there, so I decided it's a mistake. If I spot anything else I'll let you know. |
Re: YARG2 , 24 players EA RAND game [full, nations assigned, test your builds!]
Vote on VPs. Options are 9,10 or 11. Deadline tomorrow evening 21:00 GMT.
So far: 9: 1 10: 3 11: 1 Psycho, I think so far you're the only one who voted 11. |
Re: YARG2 , 24 players EA RAND game [full, nations assigned, test your builds!]
I thought I was down for 11, although I see from my previous post that I merely stated I would rather have more VP than fewer, rather than any specific amount. So you can now officially put me down for 11 :D
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Re: YARG2 , 24 players EA RAND game [full, nations assigned, test your builds!]
Voting for 9.
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Re: YARG2 , 24 players EA RAND game [full, nations assigned, test your builds!]
1 Attachment(s)
Quote:
Attached is version 0.8 of the map corrected for the above errors. Now named "Alexander_No_Sites_for_YARG2_v08" I'm out most of the day today, but hope to find an hour or two near the end to sort out the map visuals. Keep you all posted. And please everyone, follow WingedDog's lead and report any errors you find :) @ WraithL - Might be worth you giving a rough ETA on when the game is starting (and hence Pretender deadline). Two Bits has said he's away from Monday-Wednesday, so be a bit tough on him design wise if we start too soon. Plus I still need to sort a few of the map issues out before I'm happy with it (and sort my own Pretender design out). Maybe an idea to look to start sometime next weekend. A start next Saturday or Sunday would give a week for design, and that's usually a good amount of time for designing (as some are probably only just finding out today what nation they have). Also, maybe a note in the OP regarding what happens if you break the rules of a RAND game. ie. Zero tolerance. Since I remember we had one early incident in YARG1 of someone communicating, so probably a good idea to clarify what happens if anyone attempts that again here. |
Re: YARG2 , 24 players EA RAND game [full, nations assigned, test your builds!]
Vote on VPs. Options are 9,10 or 11. Deadline this evening 21:00 GMT.
So far: 9: 2 10: 3 11: 2 Calahan: Good suggestions. Let's aim to start Sunday 4/4. I'll also update OP. |
Re: YARG2 , 24 players EA RAND game [full, nations assigned, test your builds!]
10 VPs for me
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Re: YARG2 , 24 players EA RAND game [full, nations assigned, test your builds!]
10 sounds right to me.
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Re: YARG2 , 24 players EA RAND game [full, nations assigned, test your builds!]
10 too
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Re: YARG2 , 24 players EA RAND game [full, nations assigned, test your builds!]
11 VPs
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Re: YARG2 , 24 players EA RAND game [full, nations assigned, test your builds!]
Vote on VPs. Options are 9,10 or 11. Results:
9: 2 10: 6 11: 3 10 VPs it is. |
Re: YARG2 , 24 players EA RAND game [full, nations assigned, test your builds!]
Quick map update - My available free time hasn't exactly gone to plan over the last two days, but hope to get the map finished before the weekend so that the game can be created for Pretender uploads well before the scheduled start on Sunday 4th April. (Since I think it's only the map that is being waited on for game creation now that the number of VP's has been decided upon)
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Re: YARG2 , 24 players EA RAND game [full, nations assigned, test your builds!]
Thank you Calahan. Indeed, once the map is ready I'll setup the game on the server.
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Re: YARG2 , 24 players EA RAND game [full, nations assigned, test your builds!]
2 Attachment(s)
@ All
Attached is version 0.9 of the map. I have now done all the essential visual changes like adding rivers and re-arranging the province borders to match the changes to the connections I've made. I may yet make some more visual alterations to the map for the final version. This will happen if I get time to play test the map a lot more than I have done, and maybe balance the starts a bit more for income, resources etc. by adding grasslands or forests. Plus I may add a forest or two as I mentioned before to make up for all the forests being lost with forest starts. The additions to the change-log are....... New Land Connections 164 - 187 --- To ensure four adjoining for capital at 164. Removed Land Connections 75 - 97 --- Removed connection to match the new visuals in that area. 182 - 170 -- Removed connection to match the new visuals in that area. As usual, please let me know asap if you spot any errors. Be they visual or map this time There are two files attached. The small download is the .map file that you need for the connection changes, and the large file is the .tga file which you need to see the visual changes to the map. If you are not that interested in play testing the map, then you can wait to download the .tga file until nearer the start time (save having to download a large file twice). I'll also get WraithLord to attach everything to the OP once I finish the final version. TTFN @ WraithLord - Give me another 48 hours to finish up the map completely. But if I don't get it done by say 18:00 Friday GMT, then go ahead and create the game using the map I've attached to this post if you like. I've mostly finished it, but as I said above, maybe one or two of the starts can be tweaked a bit for income/resource balance. Doubt it'll make a huge difference, but will look at it if I get time over the next two days. Also, I'm not sure exactly what parts of the map need to be uploaded to the llamaserver. I'd guess the .map file for definite, but not sure about the .tga file though. Although I'm sure someone with far more map knowledge than me will be able to provide the answers to this |
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