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  #231  
Old September 6th, 2007, 06:56 AM

llamabeast llamabeast is offline
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Default Re: LA atlantis needs perm sub big game

Aaargh! You killed a fairy! Fairy killer!
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  #232  
Old September 6th, 2007, 07:22 AM

Valerius Valerius is offline
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Default Re: LA atlantis needs perm sub big game

@Xietor: Yeah, I figured it was about time I joined the fun. I think I've had enough of playing Vanheim as a research nation. R'lyeh and I can die together instead of one at a time.

@llamabeast: Ever since my war with Arco in this game I thought rain of stones was a great spell on defense but I've never seen it do that! But I have no doubt you've got a lot better stuff on the way than hundreds of wolves...

This turn went better than I expected considering I staled. Not sure what happened with that, I thought I still had a half hour. Oh well.

My poor Vans, attacked by plague and flame. They fought well against Pangaea last turn but I think their time has passed.
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  #233  
Old September 6th, 2007, 08:37 AM

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Default Re: LA atlantis needs perm sub big game

Oooh dear. I hadn't realised you staled. I thought you must have taken your turn since the turn hosted ahead of time. Having investigated, it seems it was my fault. What happened was I changed the hosting interval to (n+48) hours, which has the side effect of postponing hosting by n hours, then brought the hosting forward by n hours, which should have cancelled to produce no overall effect. However, the way the server interprets commands received all at once which apply to the same setting (the hosting time in this case), it only uses the last one (there's good reasons for that that I'll have to think about). So in the end what it did to the hosting time was bring it forward by n hours, making it in the past, so the turn hosted right away.

So, I'm really really sorry about that. I hope you hadn't spent too much time on the turn already. Perhaps I ought to stale next turn in an attempt to restore some modicum of fairness. Maybe I ought to think about making changes to the way the server processes simultaneous commands as well.

On rain of stones: Yeah, it's really vicious on defense isn't it? Not quite sure how to counter it, apart from only using troops who are too tough to die to it. I was astonished it killed every single wolf though, I didn't think it was quite that good. Well, I see now why you had a small force of ethereal things defending that province - very cunning indeed.

So, was it you who armageddoned us all? Of course you don't have to say.
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  #234  
Old September 6th, 2007, 09:17 AM

Xietor Xietor is offline
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Default Re: LA atlantis needs perm sub big game

The moral to that story is do not wait until the last minute to do your turn!

Vans are tough, but once they appear, they are be killed by overland spells-like anything else

Tyrant is just a sore sport with the Armageddon. He should have used those astral gems to dispel my Thetis Blessing. Dominion killing a foe is ALWAYS fun! And I am not sure Tyrant can avoid that fate.



* my Big Gun just sits waiting...... When will the Gorgon Pounce? Maybe on top of 80 Tartarian Gates? Who will win?
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  #235  
Old September 6th, 2007, 11:30 AM

llamabeast llamabeast is offline
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Default Re: LA atlantis needs perm sub big game

Alright guys, I will set it up so that next turn will process 72 hours after this one did, and the following one 5 days after that, when I'm back. I will stale the current turn as a self-wrist-slapping gesture for staling Vanheim. Also I haven't got time to take it, between moving house and suddenly going away!
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  #236  
Old September 6th, 2007, 02:00 PM

Valerius Valerius is offline
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Default Re: LA atlantis needs perm sub big game

No, Xietor, the moral to the story is have less work and join fewer games. I guess I should have considered they'd take a lot more time once they got past the early game. Well, I guess you guys will help me out soon enough by removing me from this game.

llamabeast please DO NOT stale deliberately. There is no need. One stale won't change me being defeated but it will effect you since you are one of the nations still in the running to win.
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  #237  
Old September 6th, 2007, 05:57 PM

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Default Re: 8-10 player MA game to test new server (open)

At Valerius' kind insistence (he sent me a PM too) I won't deliberately stale this turn after all. So, the next hosting is delayed until 21:30 next Saturday, the 15th(!) of September. Let battle be joined then!
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  #238  
Old September 17th, 2007, 03:40 PM

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Default Re: 8-10 player MA game to test new server (open)

Argh, how come my Petrify didn't work on R'lyeh's thrice accursed arch devil, that's what I want to know. I thought that was unresistable. I guess maybe it just paralyzed for zero turns. Anyway, that's two SCs sent to inferno without ever seeing any action. *Sniff*
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  #239  
Old September 17th, 2007, 04:19 PM

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Default Re: 8-10 player MA game to test new server (open)

The Petrify can be resisted, the paralyzed effect cannot be resisted. I guess it is possible it was paralyzed for only 1 turn. Typically the paralyze does not last long, but usually 2-5 rounds.
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  #240  
Old September 17th, 2007, 04:22 PM

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Default Re: 8-10 player MA game to test new server (open)

Yeah, that's exactly how I understood it. Definitely not paralyzed even briefly. Miserable sequence of events:

Tartarian Cyclops and two Devil-killing Harbingers cloud trapeze on top of devil.
-- Battle starts --
- Devil flies in and sends a fully kitted Harbinger to Inferno

- Tartarian Cyclops casts Petrify
- Second Harbinger casts Mistform

- Devil sends Cyclops to Inferno

- Second Harbinger flees

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