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Re: ThreeFort - Experimental game - Design pretenders
Hmm, well I guess just flip a coin over who you attack. That way if you offered a NAP to someone they won't know if circumstances have changed. :)
I'll also mention again to check your PD since despite my reminder I forgot to do so before sending my turn. :rolleyes: Other than that, I don't see any problematic magic sites in my provinces so hopefully that's the case all around. I hope everyone enjoys the game! |
Re: ThreeFort - Experimental game - Design pretenders
Just to clarify, we are not allowed to recruit any indy commander or troop at all, even if they are available for 800 resources each? Even barbarian commanders, indy scouts, or indy priests? This would mean the only recruitment possible will be from the 3 forts, and should be the type of units that can be recruited in the capital.
Also I'm assuming units resulting from lucky events are allowed? |
Re: ThreeFort - Experimental game - Design pretenders
Yes, that is correct - no indie recruitment at all. All units should be national units from your three forts and any additional forts you conquer. Cap only troops should only be available in your cap. The other forts should only have the units available that your nation can normally recruit outside of your capitol. So, if you are seeing cap only units available outside your cap that's a bug and they shouldn't be recruited there.
I think units from lucky events are ok since they can be difficult to get rid of and you'll have to pay upkeep on them. Important note, though: if you get a free fort from a lucky event it must be torn down! Also, please remember: no mercenary recruitment. |
Re: ThreeFort - Experimental game - Design pretenders
I just realised graphs are on. They should probably be off in this kind of game imo. Still, I don't think they're going to be very useful but they do give some info.
And the HoF too, of course... |
Re: ThreeFort - Experimental game - Design pretenders
Hmm, yes the HoF does indicate a certain player is an imbecile... :doh:
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Re: ThreeFort - Experimental game - Design pretenders
As mentioned in the game description, hosting has been changed to 48 hours. We may well not need the time since we've been moving at a good pace and armies are smaller than I thought they might be at this point, but still I did say it would switch at turn 10.
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Re: ThreeFort - Experimental game - Design pretenders
There was a glitch with the llamaserver and the ThreeFort game has disappeared. As soon as he gets a chance llama will restore the files. I think all the turns were in so I expect it will host once it is restored.
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Re: ThreeFort - Experimental game - Design pretenders
Not sure if this is a bug or just a result of the game settings, but twice or thrice already, a lucky event saying I received a magic item did not show up in the lab. I was forging on the same turn, don't know if this affected it. I have not yet received any item from any lucky event. No big deal, just wanted to mention it in case some of you are experiencing the same thing.
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Re: ThreeFort - Experimental game - Design pretenders
I've long suspected not all of those events that gave items worked. But I, too, am usually forging when i get those messages, and unless something jumps out at me its hard to tell.
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Re: ThreeFort - Experimental game - Design pretenders
I haven't gotten any items from lucky events this game. I have to admit I'm so used to receiving poor items that I sometimes forget to even check what I received when I get that message. You can imagine how surprised I was one game to discover a ring of wizardry in my treasury. :)
But I can't think of anything in the game settings that would cause this so perhaps it's like Squirrelloid says. |
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