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Old December 30th, 2010, 09:17 AM

Calahan Calahan is offline
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Default Re: YARG2 , 24 players EA RAND game [11/24 players left]

Quote:
Originally Posted by WraithLord View Post
Did previous YARG game end with tartrians all over the place?- Lo and behold - It certainly did not! and that with an earlier CBM.
Just a quickie to say that IIRC, YARG1 was originally going to be CBM, but was then changed to vanilla during sign-ups for Ano, as he wouldn't play if it was CBM. I found this switch a little annoying personally, and this was compounded when Ano left the game just a dozen turns in, while marking his goodbye by inadvertently (due to llamaserver logs) revealing both his nation (unavoidable after he posted to say he was leaving) and also stupidly naming the player who was replacing him at the same time. Which gave everyone else the one thing they should never have in a RAND game, which is a confirmed matching nation+player ID for an active nation.

General FYI - Subs in RAND games on the llamaserver MUST remain anonymous from everyone but the admin, and anyone wishing to leave a llamaserver RAND game must do so only through the admin, and must certainly never post in the thread about leaving the game. (although as long as players don't know who is replacing those subbing-out, they only get one piece of the player+nation ID. But even that is one piece too many IMO)

Maybe this is obvious in hindsight, but Ano is certainly an intelligent enough person (from what I know of him) to not need telling any of this. This was my first ever game with Ano, after hearing many good things, but must say it didn't leave he with a good impression of him at all.


Anyway, enough mini-ranting. Despite my poor showing in this game (poor by my own standards), and my struggle in YARG1, I still think hard research is a good setting for this game. Only thing I might suggest is that for YARG 3 it could be worth using Burns's mod that reduces the research level of some useful early spells, which he made to assist weak nation survive early rushes in games with hard/v.hard research settings.

Not sure this mod has ever been used in a MP game yet (or at least none that I know of), but in theory giving weak nations quicker access to essential survival spells should be a good thing. I know my demise against Hinnom in this game might have gone differently had I been able to research certain spells while I still had a feasible position to back them up with. But as it was the spells only arrived in time to help defend by capital, rather than any realistic chance of turning the war around. (although in my case, other factors played a bigger part than the research level, but the hard research setting was a factor none-the-less)

Last edited by Calahan; December 30th, 2010 at 09:25 AM..
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