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-   -   MP: DHG - Deadhouse Gates. Game over. Brettonia (WL) wins. (http://forum.shrapnelgames.com/showthread.php?t=47401)

WraithLord May 13th, 2011 05:50 PM

DHG - Deadhouse Gates. Game over. Brettonia (WL) wins.
 
1 Attachment(s)
"The Gates of Aren - The Fall

"Above a contracting mass of less than four hundred soldiers, three standards waved; the Seventh's; the polished, articulated dog skeleton of the Foolish Dog Clan; the Crow's black wings surmounting a bronze disc that flashed in the sunlight. Defiant and proud, the bearers continued to hold them high.
On all sides, pressing with bestial frenzy, were Korbolo Dom's thousands, a mass of footsoldiers devoid of all discipline, interested only in slaughter. Mounted companies rode past them along both visible edges, surging into the gap between the city's walls and the mound - though not riding close enough to come within bow range from Aren's archers. Korbolo Dom's own guard and, no doubt, the renegade Fist himself had moved into position atop the mound behind the last one, and a platform was being raised, as if to ensure a clear view of the events playing out on the nearest barrow.
...
Duiker saw Coltaine there, amidst a knot of Mincer's engineers and a handful of Lull's marines, his round shield a shattered mess on his left arm, his lone long-knife snapped to the length of a short sword in his right hand, his feather cloak glistening as if brushed with tar. The historian saw Commander Bult, guiding the retreat towards the hill's summit. Cattle-dogs surged and leapt around the Wickan veteran like a frantic bodyguard even as arrows swept through them in waves. Among the creatures one stood out, huge, seemingly indomitable, pincushioned with arrows, yet fighting on.
The horses were gone. The Weasel Clan was gone. The Foolish Dog warriors were but a score in number, surrounding half a dozen old men and horsewives - the very last of a dwindled, cut-away heart. Of the Crow, it was clear that Coltaine and Bult were the last.
Soldiers of the Seventh, few with any armour left, held themselves in a solid ring around the others. Many of them no longer raised weapons, yet stood their ground even as they were cut to pieces. No quarter was give, every soldier who fell with wounds was summarily butchered - their helmets torn off, their forearms shattered as they sought to ward off the attacks, their skulls crumpling to multiple blows.
...
He saw fewer than a hundred soldiers still upright, but it had become a slaughter - the only battle that remained was among Korbolo's forces for the chance of delivering fatal blows and raising grisly trophies with triumphant shrieks. The Seventh were falling and falling, using naught but flesh and bone to shield their leaders - the ones who had led them across a continent to die now, almost within the shadow of Aren's high walls.
...
The last of the Seventh vanished beneath swarming bodies. Bult stood with his back to the standard bearer, a Dhobri tulwar in each hand. A mob closed on him and drove lances into the veteran, sticking him as they would a cornered boar. Even then he tried to rise up, slashing out with a tulwar to chop into the leg of a man - who reeled back howling. But the lances stabbed deep, pushed the Wickan back, pinned him to the ground. Blades flashed down on him, hacking him to death.
The standard bearer left his position - the standard itself propped up between corpses - and leapt forward in a desperate attempt to reach his commander. A blade neatly decapitated him, sending his head toppling back to join the bloody jumble at the standard's base, and thus did Corporal List die, having experienced countless mock deaths all those months ago at Hissar.
The Foolish Dog's position vanished beneath a press of bodies, the standard toppling moments later. Bloody scalps were lifted and waved about, the trophies spraying red rain.
Surrounded by the last of the engineers and marines, Coltaine fought on. His defiance lasted but a moment longer before Korbolo Dom's warriors killed the last of defender, then swallowed up Coltaine himself, burying him in their mindless frenzy.
A huge arrow-studded cattle-dog darted to where Coltaine had gone down, but then a lance speared the beast, raising it high. It writhed as it slid down the shaft, and even then the creature delivered one final death to the enemy gripping the weapon, by tearing out the soldier's throat.
Then it too was gone.
The Crow standard wavered, leaned to one side, then pitched down, vanishing in the press.
"
"
DeadHouse Gates. Pg 762.


Welcome to the Deadhouse Gates - DHG.
This is the sequel to the Gardens of the Moon.

A conflict is steering in seven cities. Fledgling powers are drawing ever closer to a bloody conflict.
Portals between worlds have been opened and into the scorching deserts, molding caves and deadly swamps an invasion is underway.
Nations from the fabled war torn warhammer world have sent first scouts through such gates and are now establishing territorial control. The local powers are aware of the invasion but are too busy bickering amongst themselves. As armies assemble and weapons are forged the question arises:
Who would claim this land?
If you have some dom-III MP experience and are not a total NewB (say have > 10 MP games under your belt) then plz feel free to join us as the story unfolds.

Settings should be mostly similar to GotM:

Victory condition: 50-60% of # players capital VPs. Each capital is considered to be one VP. Capitals will be marked.
Nations: All MA+ENP1 nations are allowed.
Mods: CBM 1.84

Map: According to players number/wish/vote.
Hosting Pace: First 15 turns every 24h, turns 15-30 48h, turn 30-45 72h, turn 45-60 96h, turn > 61 120h.
Hosting is planned for busy ppl! This means that extensions would be given when needed. If you're looking for a blitz type game or get bored when things get slow then this is probably not the game for you. Make no mistake though, I've hosted a number of such games and they all end up to have a nice pace and all draw to conclusion.
Disallowed exploits: copying Bogus' orders and overfilling enemy lab to prevent his own forge.
Killing own mages under Ankh or LaD to gain freebe mages and troops.
It's ok in a battle but it's not ok to set it up on purpose (whoever likes to do it knows what I'm talking about). Both are nerfed in CBM 1.84 so the exploit is not possible anymore.
Probing armies with scouts/commanders must be done in such a way so as not to block movement.
Hosted on llamaserver.
Diplomacy allowed.
Warning: As a lesson from GotM I would like to raise your attention to the fact that diplomacy is allowed. In GotM some of the players didn't enjoy that aspect all that much and may have seen it as a chore or whatnot. As a general rule, in diplo. games you should be ready and willing to engage in diplomacy (duh :) ). I mean you can opt not to but then don't be surprised if you're left w/o allies or that your political ends or views are not met/popular.
That said, NAP's are not considered binding :)
Warning: This game is planned for players that will stick to the end. So please pay attention, don't go AI, don't chain stale. If you want out, please take the trouble to find yourself a sub. Your fellow players would appreciate that.

Graphs: on
HoF: 15
Indies: 9

Map: WH
# of players: 9
Research: Normal
Magic sites: Normal

road-map:
recruit: now. At this point the game is open for both sign-up and discussion. I est. this will take a week or two.
Prepare pretenders: After all players sign-up we shall wait a week for pretender creation.
Game on: we start the game.

Players:
1. Aethyr, Skaven. Turned AI on turn 58.
2. Catquiet, Tomb Kings
3. WraithLord, Bretonnia
4. Lolomo, Dwarfs
5. ghoul31, Ashdod. Defeated on turn 36.
6. don_pablo, itza. Defeated on turn 50.
7. Deadnature, Altdorf. Defeated on turn 40.
8. Stagger Lee, Vampire Counts
9. Squirrelloid, Ogres. Went AI on turn 80.

Many thank to Squirrelloid for doing as much as possible to address balance issue in the game map!

Game over on turn 88 by concession to Brettonia.

ghoul31 May 13th, 2011 06:53 PM

Re: DHG - Deadhouse Gates. Non NewB. Recruiting.
 
ashdod

don_Pablo May 13th, 2011 08:43 PM

Re: DHG - Deadhouse Gates. Non NewB. Recruiting.
 
Itza, Servants of the Old Ones

LoloMo May 13th, 2011 09:45 PM

Re: DHG - Deadhouse Gates. Non NewB. Recruiting.
 
Dwarfs please!

Deadnature May 13th, 2011 10:58 PM

Re: DHG - Deadhouse Gates. Non NewB. Recruiting.
 
Bandar Log please sir

WraithLord May 14th, 2011 04:41 AM

Re: DHG - Deadhouse Gates. Non NewB. Recruiting.
 
Deadnature I'm sorry for my bluntness, but just to make sure, do you qualify as non NewB?- as in have completed at least 10 MP games?

Stagger Lee May 14th, 2011 02:14 PM

Re: DHG - Deadhouse Gates. Non NewB. Recruiting.
 
Vampire Counts, please. This will be my first game with a mod nation. Is the enp1 pack link broken? I am very tired ...

WraithLord May 14th, 2011 02:38 PM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. 8 players signed up.
 
yes. link appears to be broken. mod attached to OP for your convenience.

LoloMo May 14th, 2011 09:10 PM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. 8 players signed up.
 
For the Dwarfs, there's a version available that makes strength not added to the damage for the dwarf crossbows and Arbalests. The mod in the OP still has the older version.

Deadnature May 14th, 2011 11:54 PM

Re: DHG - Deadhouse Gates. Non NewB. Recruiting.
 
Quote:

Originally Posted by WraithLord (Post 777190)
Deadnature I'm sorry for my bluntness, but just to make sure, do you qualify as non NewB?- as in have completed at least 10 MP games?

No apologies needed: indeed I have, and moreover I'm very familiar with my nation choice.

However, if you would like me to sit this one out for another player that's ok too :) no hard feelings.

WraithLord May 15th, 2011 01:32 AM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. 8 players signed up.
 
LoloMo, I understand but for convenience sake I think we should go with the current version of ENP. Besides, I don't know what mojo llamabeast used to make the compilation. If llamabeast happens to make a newer one then we can use it, otherwise we go with this one even if it means using a slightly not up to date version.

Deadnature, getting a only die hard vets game going is becoming quite hard. Some have retired, some mostly play RAND games so if I were to insist on, say, 3+ years of MP experience I wouldn't be able to pull of a game (of, say 20 players) and would need to make tough decisions re. who can or can't join.
I think your experience is sufficient and so long as we don't have complete NewBs on board or players that would go AI or get discouraged on the first battle lost we should be in good shape.

Deadnature May 15th, 2011 02:12 AM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. 8 players signed up.
 
Thanks WL, I won't disappoint...or..if I do disappoint I'll blame it entirely on monkey-pd :)

Hoplosternum May 15th, 2011 10:42 AM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. 8 players signed up.
 
Nations: All MA+ENP1 nations are allowed.

I have downloaded this file and extracted it to my mod folder. But I can't see it in the list to enable it or choose any of the nations (in a MA game).

How do I activate this mod? There does not appear to be a readme file for how to use this mod(s).

WraithLord May 15th, 2011 11:27 AM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. 8 players signed up.
 
IIRC you enable the CBM 1.84 & the ENP1 mod.

WraithLord May 15th, 2011 02:37 PM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. 8 players signed up.
 
ok. I don't want to wait forever. I suggest to wait this week for players to sign up. After that, on next Sunday, I'll close the game.

According to # of players I'll suggest 2-3 maps. You can make suggestions as well.

Then we shall wait a few more days for everyone to sparkle their pretenders and that's it we shall start the game.

Hoplosternum May 15th, 2011 05:00 PM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. 8 players signed up.
 
OK I'll try a mod nation too. Tomb Kings please.

Squirrelloid May 15th, 2011 05:38 PM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. 8 players signed up.
 
Quote:

Originally Posted by WraithLord (Post 777263)
LoloMo, I understand but for convenience sake I think we should go with the current version of ENP. Besides, I don't know what mojo llamabeast used to make the compilation. If llamabeast happens to make a newer one then we can use it, otherwise we go with this one even if it means using a slightly not up to date version.

I should just point out that strength applying to dwarf crossbow shots is a big deal, and you really should use an updated version.

I will also note that every nation in ENP1 is an MC nation, and thus you could simply activate all the MC nation mods, or just copy and paste the mods into a new mod .dm without needing to make any alterations. Ie, because they're MC nations, its not that hard to make a new composite mod.

llamabeast May 15th, 2011 05:57 PM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. 8 players signed up.
 
Don't worry, I will release a new version of ENP1 which will fix the Dwarfs and update some other things.

Vampire Counts will be changed - mostly buffed, but some nerfs too, so I will try to get it out quickly so you can take a good look Stagger Lee.

Should all be out in the next few days.

Stagger Lee May 15th, 2011 09:41 PM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. 8 players signed up.
 
Thanks llama! I look forward to it. My builds so far have been unsatisfactory, maybe you will provide the changes that will make this nation come together for me. :)

WraithLord May 16th, 2011 04:58 AM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. 8 players signed up.
 
Thank you Squirrelloid & llamabeast. While you're here, I'd like to extend an invitation to you gentleman. The game is easy going and accommodating and promises to be quite interesting.

Three times hurray to llamabeast :clap:

All, please note that we will use the updated version of ENP that llamabeast will release.

Squirrelloid May 16th, 2011 02:50 PM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. 8 players signed up.
 
Even assuming I had the time for another game, I'm uncomfortable with the unbounded # of players.

Consider me tentatively interested as Ogres, but i don't want to play with more than 12 people, and I need one of my current games to end.

WraithLord May 16th, 2011 03:14 PM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. 8 players signed up.
 
We can cap it at 12. It's not like there's a stream of players begging to join :D

llamabeast May 16th, 2011 05:57 PM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. 8 players signed up.
 
New ENPS released! :)

Thanks for the invite WL but I am maxed out on games at the moment. Looks like this should be a fun one though!

WraithLord May 17th, 2011 04:39 AM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. [9/12], last 3 spots remain
 
Squirrelloid, you're tentatively in.
I added a 12 player cap.

Guys, plz suggest suitable maps that you like. Sharivar (MP version)?

Deadnature May 17th, 2011 06:54 AM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. [9/12], last 3 spots remain
 
Alexander

WraithLord May 17th, 2011 08:19 AM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. [9/12], last 3 spots remain
 
Too big. for 12 players its 24 provinces per player. I think somewhere around 15 provinces per players should cut it - like ~180 provinces map.

WraithLord May 17th, 2011 11:42 AM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. [9/12], last 3 spots remain
 
Uropia looks nice.As is the apt world of warhammer :)

Deadnature May 17th, 2011 11:22 PM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. [9/12], last 3 spots remain
 
Uropia looks good. Is the original-post-link the newest one for the expanded nations mod?

WraithLord May 18th, 2011 01:39 AM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. [9/12], last 3 spots remain
 
Good point. Please use the most updated ENP: http://z7.invisionfree.com/Dom3mods/...?showtopic=379

Also, if I don't hear different I suggest we go with Uropia.

WraithLord May 18th, 2011 02:07 AM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. [9/12], last 3 spots remain
 
I also attached it to OP.

Squirrelloid May 18th, 2011 09:18 AM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. [9/12], last 3 spots remain
 
I have some interest in playing on the WH map, actually, but mostly because its pretty. It certainly isn't fair or balanced =P

Edit: Ok, I said that, but Uropia is even worse for balance than the WH map. Um, I am strongly opposed to Uropia unless the .map file is heavily revised. There are huge swaths of worthless territory which will basically force whomever starts in them to lose. It also has fixed starts so we'd probably need to do some .map modding anyway.

WraithLord May 18th, 2011 12:05 PM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. [9/12], last 3 spots remain
 
Squirrelloid, I accept your objection. In which case we can use the, appropriate, WH map.
Re. balance I am not in position or capability to fix it so we'll have to take what we get and put it to luck. I promise if I get a sucky start I won't complain :)

Squirrelloid May 18th, 2011 01:14 PM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. [9/12], last 3 spots remain
 
Quote:

Originally Posted by WraithLord (Post 777454)
Squirrelloid, I accept your objection. In which case we can use the, appropriate, WH map.
Re. balance I am not in position or capability to fix it so we'll have to take what we get and put it to luck. I promise if I get a sucky start I won't complain :)

The WH map could use a little tweaking too. In particular, turning some of those wastelands into untyped (plains) if nothing else. But that would be pretty easy. I can do an altered .map file if people want that, it wouldn't take much work.

Hoplosternum May 18th, 2011 01:33 PM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. [9/12], last 3 spots remain
 
Yes please! Theme is great, but if you are screwed from the start just because of the maps shortcomings that's not much fun.

WraithLord May 18th, 2011 02:15 PM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. [9/12], last 3 spots remain
 
Yes plz +1.

Deadnature May 19th, 2011 06:26 AM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. [9/12], last 3 spots remain
 
Well, it seems like there is one WH-mod-nation left, and since this may be going with the WH theme, I would like to switch to Altdorf the mighty empire.

Squirrelloid May 19th, 2011 07:49 AM

Re: DHG - Deadhouse Gates. Non NewB. Open + Recruiting. [9/12], last 3 spots remain
 
I should be able to get to the map today, i'll post it in the thread when its done.

Aethyr May 20th, 2011 05:43 AM

Re: DHG - Deadhouse Gates. Non NewB. Open. [9/12]. Closing recruitment next Sunday
 
Hi WL, sorry to be out of touch. I'm definately in w/Skaven.

WraithLord May 22nd, 2011 04:08 AM

Re: DHG - Deadhouse Gates. Non NewB. Open. [9/12]. Closing recruitment next Sunday
 
Sure thing Aethyr :)

All, looks like we're set with 9 players.
I will create the game as soon as Squirrelloid completes fixing the map (no pressure :) ).

Hone your builds and make sure you're ready for the brutal battles that will soon ensue.

WraithLord May 23rd, 2011 03:08 AM

Re: DHG - Deadhouse Gates. Non NewB. 9 players
 
Squirrelloid, do you have an ETA on the map?

If you prefer not to go through this we could just use the vanilla map instead.

Let's get this game started.

Squirrelloid May 23rd, 2011 10:02 AM

Re: DHG - Deadhouse Gates. Non NewB. 9 players
 
Sorry, this weekend was busier than expected. I'm on it.

The only dom3 things i accomplished aside from doing my turns was making the small modifications requested by Sombre to Ulm Black Rose for addition to the Mod Compatibility project.

WraithLord May 23rd, 2011 10:58 AM

Re: DHG - Deadhouse Gates. Non NewB. 9 players
 
Thank you! We shall await patiently.

Squirrelloid May 23rd, 2011 11:17 AM

Re: DHG - Deadhouse Gates. Non NewB. 9 players
 
1 Attachment(s)
Presenting World of Warhammer, Squirrel Edition:

-Significantly reduced the number of wasteland provinces
-Significantly increased the number of provinces with freshwater (basically, wherever there was a stream, most of the time adjacent provinces have freshwater now).
-Flagged as 'no start' all provinces (at least that i could find) which had fewer than 4 land neighbors.
-Changed some border mountains to mountains. (There are still a lot of border mountains). Tried to do this mostly to those that looked more mountain than not.
-Removed a couple 'many sites', but there are still tons of them. I just tried to break up some of the multiple adjacent manysites clusters, especially those near likely starting locations.
-Set starting locations and poptype specifications removed (happens automatically when you use the dom3 map editor function apparently). If people want the indie/poptype specifications back i can do that, there's only a few provinces that they were set for.

Remaining balance concerns:
-Its a lot of provinces for 9 people (but i haven't been in a truly epic game in awhile, so i guess that's ok).
-There's a lot of ocean with no UW nation. Do people want me to make the seas dead? Otherwise i predict quite a bit of silliness.
-There's a *lot* of manysite locations. Possibly cool, definitely not balanced geographically.

Edit: ok, done screwing with editing

WraithLord May 23rd, 2011 11:39 AM

Re: DHG - Deadhouse Gates. Non NewB. 9 players
 
Thank you Squirrelloid!

Now, the balance concerns you raise are serious. I don't want to risk putting your effort in vain, but perhaps we'd be better of choosing a smaller and more balanced map?- Like perhaps the land of loemendor, the desert eye or Aran.

Since you went to all the effort and have easily the best understanding of map balance here I leave the decision to you.

Squirrelloid May 23rd, 2011 02:25 PM

Re: DHG - Deadhouse Gates. Non NewB. 9 players
 
Quote:

Originally Posted by WraithLord (Post 777777)
Thank you Squirrelloid!

Now, the balance concerns you raise are serious. I don't want to risk putting your effort in vain, but perhaps we'd be better of choosing a smaller and more balanced map?- Like perhaps the land of loemendor, the desert eye or Aran.

Since you went to all the effort and have easily the best understanding of map balance here I leave the decision to you.

I'm ok with a large map if everyone else is. People should be aware of where the manysite locations are - open the .map up in the map editor and look around. The islands have a lot of them, so be aware.

I think we should probably zero out the population of the oceans and set them to no sites so we have a good clean landwar. I can do that if people are interested.

WraithLord May 23rd, 2011 03:13 PM

Re: DHG - Deadhouse Gates. Non NewB. 9 players
 
ppl are real quiet here :)

ok Squirrelloid, to your three concerns:

-Its a lot of provinces for 9 people
Yes. 23 provinces per player when including UW. 19 if UW are worthless. Sounds good to me.

-There's a lot of ocean with no UW nation. Do people want me to make the seas dead?
Yes please
-There's a *lot* of manysite locations. Possibly cool, definitely not balanced geographically.
As you said, check map editor if you like.

I say, let's get this going. Once you kill the UW I'll put up the game.
Let's aim to start it this weekend, ok?

Oh, and since we are 9 players shall we set 5 VPs victory condition?

Stagger Lee May 23rd, 2011 04:58 PM

Re: DHG - Deadhouse Gates. Non NewB. 9 players
 
This weekend is a holiday weekend here, and I will be heading to the mountains. Maybe we could start next monday?

And thanks Squirrel, for the work on the map. How does dead seas work? We can still enter water and take provinces, but no income, pop, or resources?

Aethyr May 23rd, 2011 09:59 PM

Re: DHG - Deadhouse Gates. Non NewB. 9 players
 
Quote:

Originally Posted by WraithLord (Post 777782)
[b]ppl are real quiet here :)

Agree to all WL's suggestions.

It is a Holiday weekend in the U.S., and I'll be traveling, but if we started the game on Sunday with the standard 48h for the first turn (due Tuesday), then that would work for me. I'm OK with a Monday start if that works better for Stagger Lee.

LoloMo May 24th, 2011 12:03 AM

Re: DHG - Deadhouse Gates. Non NewB. 9 players
 
I'm ok with the proposed settings

Hoplosternum May 24th, 2011 12:56 AM

Re: DHG - Deadhouse Gates. Non NewB. 9 players
 
Me to


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