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-   -   TucoTuco - MA game for new/newish players (upload) (http://forum.shrapnelgames.com/showthread.php?t=39432)

llamabeast June 24th, 2008 05:18 PM

TucoTuco - MA game for new/newish players (upload)
 
1 Attachment(s)
Since Peccary filled up fast, I thought I'd do another newbie game, this one MA.

Details:
Server: LlamaServer (automated play-by-email)
Hosting interval: Initially 24 hours
Age: Middle
Graphs: On
Settings: Default except for renaming on, HoF 15
Mods: Worthy Heroes 1.8
Map: Modified Parganos (I have a version which has a somewhat fairer spread of terrains than the default, so you don't get one person with all the farmland). This will be a dead seas version, meaning the seas will give no income and contain no magic sites
Players: 8

Please sign up and say what nation you'd like!

Also, I will need someone to admin the game for me. That just means if someone asks for an extension, or later on if players agree to change the hosting interval to 48 hours, the admin does that via the LlamaServer website. It's a very small job if you read the forums reasonably often, and it prevents me from going mad, so if someone would like to volunteer for that I would greatly appreciate it.

The players are:

Pangaea - fakeymcfake
Arcoscephale - Skirmisher
Gath - Cerlin
Caelum - JimMorrison
Abysia - don_Pablo
Bandar Log - Natpy
T'ien Ch'i - Wrana
Vanheim - Darkstone

To upload your pretenders:

- Make sure you don't have any mods enabled, although only mods affecting pretender design, such as Conceptual Balance, actually matter
- Go to Game Tools -> Create a pretender god in Dominions. Don't set a password, since for PBEM games they're not helpful and occasionally annoying (e.g. if you need a sub)
- Go to the savedgames/newlords folder in the dominions directory, and find your pretender file (e.g. mid_pythium_0.2h)
- E-mail the file to: pretenders[ at ]llamaserver[ dot ]net
- Crucially, you must have the game name 'TucoTuco' in the subject line of your e-mail

A few minutes later you should get a confirmation e-mail, and if you check the website you should find your nation added to the list of nations which have joined the game.

If later you think of an improvement to your pretender, you can send it in again. Provided the game hasn't actually started the server will accept your revised pretender, and send you an e-mail to say so.

llamabeast June 24th, 2008 05:21 PM

Re: TucoTuco - MA game for new/newish players (signup)
 
I'll reserve a spot for Skirmisher, since he missed out on the last game.

Piggles June 24th, 2008 05:43 PM

Re: TucoTuco - MA game for new/newish players (signup)
 
Bah, on second thought, I don't want to overextend myself. (I have three other games going.) I'll back out, sorry.

llamabeast June 24th, 2008 06:51 PM

Re: TucoTuco - MA game for new/newish players (signup)
 
Probably wise, to be honest. Three games can get a bit much once the turns begin to take longer.

Fakeymcfake June 24th, 2008 09:44 PM

Re: TucoTuco - MA game for new/newish players (signup)
 
Put me down for Pangaea

Skirmisher June 24th, 2008 10:14 PM

Re: TucoTuco - MA game for new/newish players (signup)
 
Arcoscephale for me please, thanks for saving a spot.

I've just played EA so far,is MA higher tech or something?

Cerlin June 24th, 2008 11:13 PM

Re: TucoTuco - MA game for new/newish players (sig
 
Id play as new MA Gath nation if you dont mind.

Edit: if not thats ok too. http://forum.shrapnelgames.com/images/smilies/wink.gif

JimMorrison June 25th, 2008 04:19 AM

Re: TucoTuco - MA game for new/newish players (sig
 
(That would be be MA Ashdod, I believe. http://forum.shrapnelgames.com/images/smilies/wink.gif)


I tried to resist, the best that I could..... I should like to take Caelum for a spin, if I may. <3

June 25th, 2008 05:37 AM

Re: TucoTuco - MA game for new/newish players (sig
 
Abysia please )

Natpy June 25th, 2008 10:06 AM

Re: TucoTuco - MA game for new/newish players (sig
 
Bandar Log please.

Where can I get this map?

Wrana June 25th, 2008 11:19 AM

Re: TucoTuco - MA game for new/newish players (sig
 
If I count - and I lost 1 MP, while another is currently unfinished (while well enough for me), then I would like to participate also. Another consideration that I would have to find a sub for an end of the August - beginning of the September. But I can be killed before that! http://forum.shrapnelgames.com/images/smilies/happy.gif
I would like to play Tien Chi.
And do default settings include Independents set at 5?

llamabeast June 25th, 2008 08:22 PM

Re: TucoTuco - MA game for new/newish players (sig
 
Okay, we have space for just one more then.

I've attached the map to the first post.

Wrana June 25th, 2008 09:09 PM

Re: TucoTuco - MA game for new/newish players (sig
 
Thank you. Now to the drawing board... http://forum.shrapnelgames.com/images/smilies/happy.gif

Darkstone June 25th, 2008 09:18 PM

Re: TucoTuco - MA game for new/newish players (sig
 
I'll join.

Vanheim please.

Skirmisher June 25th, 2008 10:42 PM

Re: TucoTuco - MA game for new/newish players (sig
 
Couple questions about MP.

1) How do you properly install the mod?

2) In multiplayer we are responsible for one turn per day?


Thanks http://forum.shrapnelgames.com/images/smilies/happy.gif

Fakeymcfake June 26th, 2008 03:11 AM

Re: TucoTuco - MA game for new/newish players (sig
 
Mod installation is fairly easy, for this one all you had to do was unzip the file into your dominions 3 folder then enable it when you get into the game. As for the turn rotation I think he said we're going to start off at 24 hour turn rotations then possibly move to 48 once things get more complicated.

If you're still unclear about anything check the FAQs thread and it should answer most of your questions and if it isn't covered there don't ask me, I'm just as new here.

llamabeast June 26th, 2008 06:11 AM

Re: TucoTuco - MA game for new/newish players (sig
 
Skirmisher: 1) To install the mod you just need to unzip all the contents of the zip file (which you can find in the modding subforum, or I can link to if it's hard to find) into the dominions3/mods folder. You don't even need to enable it for it to work. (If you enable it via Preferences in dominions, that only affects which mods any new games you create will use).

2) Yep, it'll be one turn per day until the consensus is that it needs to move to 48 hours. Actually it'll be 24 hour quickhost, which means that hosting will take place when either (a) 24 hours have passed since last hosting, or (b) all players have got their turns in. Therefore the hosting time tends to creep forward, since generally all players will get their turns in before the deadline.

Skirmisher June 26th, 2008 03:26 PM

Re: TucoTuco - MA game for new/newish players (sig
 
OK I downloaded the mod and installed it into the mod folder. What about the map that comes with it, is that needed too?

Should I see the mod listed in prefrences? I don't.

Darkstone June 26th, 2008 05:51 PM

Re: TucoTuco - MA game for new/newish players (sig
 
1)You put the .dm file into the mod folder in your dominions game. Then inside Dominions, you go to 'Preferences', then 'Mod Preferences', and then you click on the mod you want active to turn it on, in this case, Worthy Heroes 1.8

After that, when you make your pretender, it's set up to play under the mods you had active, when you create it.

2)As for how many turns, that depends on the admin, who usually sets it based on what people in the game want. Usually starting at 1 turn a day, then after around 30-40 turns, to 1 turn every 2 days, and possibly after 70 turns to 1 turn every 3 days. This is due to the turns taking longer and longer to do as the game involves more massive armies and many spells.

3)Yes, the map is needed as well. You'll want to download it from the attachment link from Llamabeast's post at the beginning of the thread. Then you unzip it, and place it inside the map folder in your dominions game.

4)Yes, you should see it. http://forum.shrapnelgames.com/images/smilies/happy.gif

You should see it after you click on Preferences, then Mod Preferences.

Skirmisher June 26th, 2008 07:04 PM

Re: TucoTuco - MA game for new/newish players (sig
 
Ok I see the mod under preferences.

I downloaded the map from the first post in this thread.
But what about the map that comes with the mod? Do I need that to?

Thank you everybody for you help.

llamabeast June 26th, 2008 07:41 PM

Re: TucoTuco - MA game for new/newish players (sig
 
The map that comes with the mod is just some test map you can use to see all the worthy heroes. You don't actually need it.

llamabeast June 26th, 2008 07:42 PM

Re: TucoTuco - MA game for new/newish players (sig
 
Okay brilliant, we have everyone and you can now upload pretenders. Here's how:


- Make sure you don't have any mods enabled, although only mods affecting pretender design, such as Conceptual Balance, actually matter
- Go to Game Tools -> Create a pretender god in Dominions. Don't set a password, since for PBEM games they're not helpful and occasionally annoying (e.g. if you need a sub)
- Go to the savedgames/newlords folder in the dominions directory, and find your pretender file (e.g. mid_pythium_0.2h)
- E-mail the file to: pretenders[ at ]llamaserver[ dot ]net
- Crucially, you must have the game name 'TucoTuco' in the subject line of your e-mail

A few minutes later you should get a confirmation e-mail, and if you check the website you should find your nation added to the list of nations which have joined the game.

If later you think of an improvement to your pretender, you can send it in again. Provided the game hasn't actually started the server will accept your revised pretender, and send you an e-mail to say so.

Darkstone June 27th, 2008 03:21 AM

Re: TucoTuco - MA game for new/newish players (sig
 
There might be a mistake, at the llamaserver, it says TucoTuco is a Early Age game?

llamabeast June 27th, 2008 04:37 AM

Re: TucoTuco - MA game for new/newish players (sig
 
Well spotted - fixed!

Curiously it still let you send in middle age pretenders. Hmm. I wonder if I've got a bug there.

Darkstone June 28th, 2008 05:28 PM

TucoTuco
 
So, we're still missing Gath, Caelum, and T'ien Ch'i.

I'll send them some PM's to remind them to send their pretenders.

JimMorrison June 28th, 2008 05:44 PM

Re: TucoTuco
 
Indeed. I was up late last night creating my pretender ad nauseum in an attempt to get the titles that she so richly deserves. http://forum.shrapnelgames.com/image...ies/tongue.gif

I passed out at some point, but will get my file in posthaste, on the double, without further ado, and in the nick of time. >.>

ano June 28th, 2008 06:05 PM

Re: TucoTuco
 
There's no Gath in Middle Age. Llama, you should probably correct the first post http://forum.shrapnelgames.com/images/smilies/happy.gif.
Also it'll be fun if Cerlin sends in a Gath pretender

JimMorrison June 28th, 2008 06:30 PM

Re: TucoTuco - MA game for new/newish players (sig
 
Quote:

JimMorrison said:
(That would be be MA Ashdod, I believe. http://forum.shrapnelgames.com/images/smilies/wink.gif)


Crazy admins. <3

Wrana June 29th, 2008 02:11 PM

Re: TucoTuco - MA game for new/newish players (sig
 
Well, probably Gath is easier to pronounce... http://forum.shrapnelgames.com/images/smilies/happy.gif
Also, maybe it's time to start today? http://forum.shrapnelgames.com/images/smilies/wink.gif

llamabeast June 29th, 2008 05:34 PM

Re: TucoTuco - MA game for new/newish players (sig
 
Right, game started! Let me know if you have any problems. Between the e-mail you get and my FAQ though, hopefully everything should be quite straightforward.

The first turn has 48 hours on the clock, in case of any problems. Subsequent turns will have 24 hours.

From my own experience, I would say one of the best ways to make it into an awesome game is to do lots of diplomacy and roleplaying. Send your neighbours messages, make plans and alliances. Post here with battle reports and stories of what your pretender's been up to. Between you, you're making an epic.

Have fun everyone!

Wrana June 29th, 2008 06:09 PM

Re: TucoTuco - MA game for new/newish players (sig
 
A question - I see on the map something like Victory Points, but don't see them as conditions. What does that mean?

Skirmisher June 30th, 2008 11:27 PM

Re: TucoTuco - MA game for new/newish players (sig
 


How many turns would you say an average game is?

Darkstone July 1st, 2008 12:27 AM

Re: TucoTuco - MA game for new/newish players (sig
 
Victory points don't count for victory unless it's selected as a victory condition.

So in this game, the provinces with one of them will count as an 'extra temple' so to speak, they will spread your dominion if you control them.

I haven't ever finished an MP game, but if I had to guess, most games end before a 100 turns. (With larger games probably having more turns).

JimMorrison July 1st, 2008 12:48 AM

Re: TucoTuco - MA game for new/newish players (sig
 
I get the impression that the majority of games end between 50-70 turns. Depending on size of map, of course, some may go longer than that, rare that there is a clear winner before then, unless it's a skirmish/blitz game.

llamabeast July 2nd, 2008 05:44 AM

Re: TucoTuco - MA game for new/newish players (sig
 
50-70 is about right.

If there are crowns on the map then yep, they don't do anything apart from generate a little dominion (I think a 50% chance of a candle each turn) for whoever controls them.

You guys should post more! What's happening in the world of TucoTuco?

Wrana July 2nd, 2008 10:53 AM

Re: TucoTuco - MA game for new/newish players (sig
 
One word - scouting!

Fakeymcfake July 2nd, 2008 01:30 PM

Re: TucoTuco - MA game for new/newish players (sig
 
What Wrana said. That and raising a horde of angry angry half-men to spread my glory and crush the.... ah.... I mean some research too.

JimMorrison July 2nd, 2008 02:56 PM

Re: TucoTuco - MA game for new/newish players (sig
 
The peaceful denizens of the Eagle Mountain continue to roam, spreading our superior culture to the barbarians around us.

We feel that nonviolence is the best policy, and we will fight to the end for peace. <3

Darkstone July 2nd, 2008 03:24 PM

Re: TucoTuco - MA game for new/newish players (sig
 
All is quiet in the lands of Van... too quiet.

http://forum.shrapnelgames.com/images/smilies/happy.gif

Skirmisher July 2nd, 2008 04:12 PM

Re: TucoTuco - MA game for new/newish players (sig
 

The citizens of Arcoscephale are vigilant, they know there can be only one true pretender.

For now philosophy,art,and happy times are the order of the day.

Darkstone July 4th, 2008 02:07 AM

Re: TucoTuco
 
Van Gazetteer
Year 1AW, Summer:
All of Vanheim is abuzz with gossip and activity.

Vanheim scouts have discovered several nations neighboring near our ancestral lands. Emissaries must be dispatched, will these alien cultures be full of friends... or foes? Will merchants be able to trade items, gold, and gems for mutual benefit? Or will warriors need to sharpen their swords, and polish their armor in preparation for some future conflict?

Wrana July 5th, 2008 11:00 AM

Re: TucoTuco
 
The Celestial Masters can answer your simple questions, of course.
Where there is Ying, there is Yang also. So, where you would be able to find friends, you will also find foes. And while you would be able to trade, including with traders of our own benevolent ruler, you will also need to fight. Much. So not be too exact in polishing your armor - it would get dented quite soon in any case! http://forum.shrapnelgames.com/images/smilies/wink.gif

Skirmisher July 7th, 2008 06:33 PM

Re: TucoTuco
 
I noticed that 2 pretender gods have been killed.

What are the ramifications of that?

Fakeymcfake July 7th, 2008 07:26 PM

Re: TucoTuco
 
Well, unless they were immortal pretenders they'll first have to be summoned back by priests, which will take a long time at this stage of the game. They'll also have reduced magic capabilities, which again at this stage of the game will take an effort to reclaim. And even if they were immortal there is a good chance they have some sort of wound or other infliction that will reduce their effectiveness, which will be annoying to heal unless they have either commanders that can heal other troops or their pretender is able to heal on his own.

So, essentially, those nations are down a formidable warrior for the time being as well as missing out on whatever magic capabilities they had and dominion expansion. Or this pretender was immortal in which case his death should be a regular occurrence unless he picked a fight outside of his dominion.

Wrana July 7th, 2008 08:06 PM

Re: TucoTuco
 
IIRC immortals heal affliction of their own. At least they did in Dom2. But I don't think these two are immortal.
And they both had a strong Dominion which means that their neighbors will take less push than they would otherwise.

Skirmisher July 8th, 2008 06:12 PM

Re: TucoTuco
 
Concerning the Worthy Hero's,

Where are they? lol

Wrana July 8th, 2008 09:27 PM

Re: TucoTuco
 
Well, it depends on YOUR Luck scale. And I don't mean only Pretender's... http://forum.shrapnelgames.com/image...ies/tongue.gif

Darkstone July 9th, 2008 02:21 AM

Re: TucoTuco
 
Not sure how novice or not the players here are, but here's an explanation in case;

The Worthy Heroes mod simply adds some better heroes to the selection , so you have greater variety in possible heroes, and it also buffs the existing heroes, usually adding an ability or item slot.

As for getting them, that hasn't changed. In case you haven't read that part of the manual, it's (X + 3)% chance per turn of getting a hero, where X is your luck scale. So luck 3 means 6% chance, and misfortune 3 means no heroes ever.

Skirmisher July 9th, 2008 02:52 AM

Re: TucoTuco
 
Quote:

Darkstone said:
Not sure how novice or not the players here are, but here's an explanation in case;


Do you suspect experienced players posing as noobie's? http://forum.shrapnelgames.com/images/smilies/happy.gif

Skirmisher July 9th, 2008 02:54 AM

Re: TucoTuco
 
Quote:

Darkstone said:


The Worthy Heroes mod simply adds some better heroes to the selection , so you have greater variety in possible heroes, and it also buffs the existing heroes, usually adding an ability or item slot.

As for getting them, that hasn't changed. In case you haven't read that part of the manual, it's (X + 3)% chance per turn of getting a hero, where X is your luck scale. So luck 3 means 6% chance, and misfortune 3 means no heroes ever.


Well that explains it thank you.
My Luck 1 isn't cutting it. http://forum.shrapnelgames.com/images/smilies/Sick.gif


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