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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 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.


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