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Do we need to slow the game pace down? I don't want to (I'm enjoying the pace thus far), but I see from the first page that we were supposed to at 8 hours after turn 10 (and +8 at each 10 turns thereafter).
Right now, I'm concerned about Helheim (Hoplosternum) - they got in their last turn, but staled the turn before, and they're the last to get in their turn now. Maybe they need some more time? |
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Scratches head. Good catch Two. Believe it or not I forgot I was the administrator of this game.
I will add 8 hours to the hosting interval. If any player asks for the 8 hour extension we will go to the 32 hour hosting. I will additionally pm hop. |
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http://img143.imageshack.us/img143/2619/lipspyg.jpg |
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Although, I will admit, fortune seems to favor the luck scales in these last two turns. |
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Hey guys... Hellheim is in danger of staling for the second turn in three turns.
I'd like to either: a). page hoplo and find out if he wants to continue. b). Find someone to take the Hellheim. The position looks viable: Top quartile in virtually all measures. Game is in the early phase. c). If the game isn't viable find somoene to set AI. So persuant to this I'm adding an additional 24 hours to the clock. I believe that a delay is preferable to a staled player. As this wasn't covered in the original game setup, I'm updating the first post, and would like comments and feedback asto what you think should happen. |
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my vote goes to taking as long as we need to find a player
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I agree on the extension and looking for someone to take over while we investigate hoplo's status. It's still early enough that going AI would suck.
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Yeah, going AI should be the worst case option. Besides, I'm going out of town for two days tonight, and could probably use the extra time :)
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Well, somebody did Helheim's turn. But I'm about to leave town for a day and a half. Could I get an extra 12 hours added?
Hm, I see we're still on the 24 hour hosting schedule. In that case, I'll likely need an extra 24 hours just to be safe. Sorry for the delay, everyone! |
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24 h added to timer, per request.
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I think next time someone's staling with an army at my doorstep, I should keep my mouth shut. :doh:
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Lolololol
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OK, I'm back - thanks for the delay!
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I am suddenly without access to a computer. I've delayed the game 24 hours. I thank you for your patience.
I'm also asking debaser to cover my position in the short term. |
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lol
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I'm amazed no one has used the excellent opportunity to use the word "defenestrate" literally yet.
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Second, what will happen if our admin is down and out for a while? Can anyone, for instance, delay the timer on Llamaserver? Just wondering, in case there's a problem while Chris is down (hopefully, that situation wont last long!). |
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during work hours, I'll continue to monitor the thread and requests for postponement.
I just don't have dominions at work.. |
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That sounds like a terrible job. Then again, I don't either. Perhaps that explains the quitting.
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Phew - got my turn in with 5 minutes to go :)
Anyone have any Earth gems? I have Death and Astral in exchange. Or Skull Mentors if you like that kind of thing :p |
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I am not sure yet but I might need a delay during next turn. Appologize in advance if thats the case.
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sure, let me know during business hours EST.
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I came in for Yomi as a temporary sub (10 turns), and now it looks like Yomi will need a longer term caretaker. I enjoy playing the demon ogres of love, but I can't keep up with the pace. I think I might have to start looking for a replacement soon.
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Hm, sounds as if chrispedersen might be out for longer than though :(
On an administrative note, can anyone clarify the VP situation? How is that going to work? |
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When you take a VP, it only counts if you report it.
Each turn that you report it - you earn 1 vp. Game ends when someone has acquired the requisite number of victory points. When you report it say something like: Marverni - Turn 45, Province 431. I will update the First post to keep a running vp total for every nation. |
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Intriguing! So you need 100 points total? For example, holding 2 locations for 50 turns (but only if you report)?
And there are six locations, correct? The north half of the central island, and the 5 surrounding sea provinces - are there any others? And you say no fortifying the victory locations - OK, but what if you get a castle via a spell or luck event? Yeah, I guess I wasn't paying attention (or have forgotten :D ) to earlier discussions of VP conditions, but it's getting to the point where it might start to matter, I think. |
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Casting a spell to fortify a province would count as fortifying it. Having a random event castle form, I would say, would require that you demolish said fortification the turn it appears or as soon as humanly possible.
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I guess I should have been more clear, what I wanted to say was a fortress from a site searching spell (especially, the common undersea fortress you can get casting Hauruspex).
Is the consensus that they be demolished then? |
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Trading for boots of youth Items/Gems.
Yomi |
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VP totals from a site will not count if a castle has been found on the site.
After 6 turns, a castle on a VP site will *cost* you 1 vp. |
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I claimed a VP at the beginning of this turn (31).
I would also like to point out that the current game settings indicate that a win (as far as the software is concerned) occurs when 7 VPs are accumulated. The score graph supports this as the ceiling is not far off, so... if we're supposed to be accumulating 100, but the game is going to go "Game Over!" when we hit 7... is there a way to fix this or am I incorrect wrt how the VPs work? |
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That looks like total VP rather than accumulation to me; otherwise you and Arco would've gained at the same time.
If it's set for total VP, why don't we just integrate under the score graphs (assuming no forts), rather than having people self-report which is weird? |
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7 vps that are all adjacent to each other is going to make a poor winning condition. Might as well just say that 1 of those VP provinces has to remain independant and play it as a normal game.
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Especially since we're not allowed to fortify any of them - it's rather easy for a well positioned-player to just grab all seven and force the builtin win. Is this not allowed?
Personally, I would've spread the VP out somewhat more and used the built-in VP accumulation system; I don't know why people don't like it. |
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While, all of those are interesting points, we're on turn 31. Since it's set to only go to "Win" condition when someone acquires all 7 provinces means that if we want to maintain the 100 accumulated VP idea, we do, in fact, need to ensure that no one can control all 7 provinces as doing so would break the game.
This is what I would recommend. No one can control all 7 VP provinces since doing so will ruin our fun. An "acquire all 7" victory condition would be better, I agree, were they spread out. |
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Turn 31: Abysia, province ??? |
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I'm only seeing six victory locations on the map - 5 in the water, and one, on the north half of the central island.
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Well, looks like I sent my .2h file while the new turn was en route. Stale for me.:doh:
Regardless, it looks like all I have left is to wait and die at my capitol. Good game, Yomi. Come kill me. Or Helheim, since your army's been camped outside my capitol for at least 10 turns. My only hope is that you two fight over my corpse. |
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Claiming 2 VPs for turn 32.
Current total: 3. And yes, there are only 6 crowns. The southwestern portion of the island does not appear to be a VP province. |
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Veri: the administrator (thats me) will provide a bonafide VP count. And will update it the opening thread.
But the requirement to post the province # was not optional - its specifically to allow people to gate to a place they may not have a scout in. So, I'll give you your VP - (this once) but you really do need to report the province numbers. No tickee, no washee. Also note as listed in post 78 or so, their are only 6 VP locations... one on the isle and 5 in water. And as stated in post 78 or so this is to provide a challenge and make water more required. |
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Cammorak
Thanks for playing. You were a great sport and a worthy opponent. What did you think of the bid mechanism.. did the 25 points make a difference to you? You going d3 really hurt yomi... |
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105 & 101 The former (105), held last turn and this turn (2 points), the latter (101) held this turn (1 point). Also, I missed a turn of phrase, perhaps it's regional thing, but what does "no tickee, no washee" mean? Oh, and for the record, I wasn't trying to be deliberately contrary. Spy information is one of the most valuable commodities in games like this, so I prefer to keep secret those things which I consider valuable information. As I had saw no reason to reveal the province numbers (as the current number of vps can be identified on the score graphs) other than to provide people without said information with a means by which to locate and attack/observe and since said requirement was not stated anywhere in the original contract and only in your more recent post, I decided that discretion would be more appropriate. However, since you have stated that the deliberate intention of the province number revelation is to encourage attacks and not for any other reason, I shall have to accept that since I apparently have no ability to control it. I will, however, state that I politely disagree with this necessity as I always prefer conditions which favor secrecy. I feel it adds a lovely note of risk to the whole thing when you randomly pop in to a province, not knowing what is there or have to send a spy to observe goings on in a far-away land... Revelation is less interesting. |
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The vp locations are all in one area and we do not all have equal access to them early. It is possible on this map to have become large and powerful but still have no direct access to the vp sites nor the power that is taking them. No one seems to have gone for the vp sites early on, though that seemed a viable option. By now it would have been possible for a power to have built up a big VP score and we have not yet entered the late game (I hope :)) so many powers don't have easy access to cloud trapeze/teleporting Thugs and SCs at this point. In short the victory conditions highly favour those who started close by them. Keeping who holds them secret just increases that advantage in this case. |
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yeah, in retrospect, I really do wish that I had stuck with arena. The object really was everyone fighting over equidistant and centrally located vp.
When I acceded to the change in maps, the implications for game play didn't hit me. I was also surprised that *noone* made an early play for vp. Would have been perfect for caelum. As for 'no tickee no washee' I'm told that it comes from early on when you sent your wash to a washer - you were issued a ticket. To get your clothes back - you had to present your ticket. No tickee.. no washee. And usually I agree with you Ver, about the importance of secret information. Its just not the format of this game. Sorry! |
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Well, as a power right by the water, I thought about making an early play for the VPs, but Marverni isn't exactly an early game powerhouse - I figured launching a land grab that early would just get me clobbered.
I figure anyone who wants to collect 100 VPs will eventually have to lick everyone anyone anyway (almost like a 'normal' game), the only difference being that he'll have the option of forcing everyone else' hand, instead of just waiting for it. Oh, and I see someone has added extra time for me - thanks! - but I should have my turn in shortly anyway. BTW, how long are we going to stick to a 24 hour schedule? |
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