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  #51  
Old May 31st, 2010, 09:14 PM

rdonj rdonj is offline
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Default Re: ThreeFort - Experimental game - Design pretenders

Map is 90% complete, but someone found out that one of their fort locations wasn't going to work out how they wanted, so I'm waiting on an update. Once I hear back from this person and get a chance to work on the map again it will be done fairly quickly.

Edit: By the way valerius, I notice in the OP that you've said all magic sites will be known, but I don't see any lines in either map file to that effect. Did you want me to do that?
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  #52  
Old May 31st, 2010, 10:31 PM

Valerius Valerius is offline
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Default Re: ThreeFort - Experimental game - Design pretenders

No need; I gave every site listed in Edi's db a level of either 0 (allowed sites) or 5 (banned sites) in my modified CBM so just owning the province will reveal whatever sites the game places there randomly. All the cap provinces have also had their starting gem incomes doubled. Thanks for checking, though.
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  #53  
Old May 31st, 2010, 10:56 PM

rdonj rdonj is offline
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Default Re: ThreeFort - Experimental game - Design pretenders

Oh! In the .dm. Right, silly of me not to have checked that :P

I haven't gotten that update yet, so unfortunately the map is going to have to wait until afternoon. Sorry about that. I can't say when I'm likely to have the time to finish. But I am pretty confident it will be out tomorrow.
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  #54  
Old May 31st, 2010, 11:14 PM

Valerius Valerius is offline
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Default Re: ThreeFort - Experimental game - Design pretenders

No problem; thanks for your help! We should have plenty of action soon enough.
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  #55  
Old June 2nd, 2010, 03:26 PM

Valerius Valerius is offline
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Default Re: ThreeFort - Experimental game - Design pretenders

I just checked with rdonj and he's still waiting for a change in fort location from one player. Please send him this info ASAP so he can finalize the map and then we can get started.
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  #56  
Old June 4th, 2010, 03:08 PM

Valerius Valerius is offline
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Default Re: ThreeFort - Experimental game - Design pretenders

Good news; rdonj has received the final fort location info he was waiting for and can now finish work on the map. Thanks everyone for your patience (and especially rdonj for your efforts). Hopefully everyone's had plenty of time to test their builds and once I setup the game on the llamaserver we can get a quick start.
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  #57  
Old June 4th, 2010, 04:14 PM

Valerius Valerius is offline
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Default Re: ThreeFort - Experimental game - Design pretenders

We should also agree to a policy regarding stealth movement in the first two turns. Only two nations have recruitable stealth units (and only mine lives by them) but anyone can take a stealthy pretender or prophetize a scout. Whether a battle is fought or not, going for a dom kill is an attack. Also, if the stealthy unit is discovered it forces a battle, thereby violating the two turn NAP. So I think the best policy is to say only non-prophetized scouts can move into an opponent's territory the first two turns. If you all disagree we can change that policy but I think it's important everyone is operating under the same set of assumptions.
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  #58  
Old June 4th, 2010, 04:26 PM

rdonj rdonj is offline
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Default Re: ThreeFort - Experimental game - Design pretenders

For the record most of the work I have to do now is correcting some mistake I made earlier in the mapmapking process that has ulm being a mictlanese domain :P
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  #59  
Old June 4th, 2010, 06:32 PM

Valerius Valerius is offline
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Default Re: ThreeFort - Experimental game - Design pretenders

Quote:
Originally Posted by rdonj View Post
For the record most of the work I have to do now is correcting some mistake I made earlier in the mapmapking process that has ulm being a mictlanese domain :P
Typical Mictlan bless rush.


A couple of things people should be aware of when the game starts:

* Aside from your capitol none of your starting provinces will have PD. You'll want to put buying PD (or not) on your turn 1 checklist of things to do.

* Also, while I'm sure everyone will check their gem income please also check each of your magic sites. If I missed a site that allows a bonus or recruitable units we can just go on the honor system and not use those things but if I missed a site that has a deleterious effect we have more of a problem (especially if it's a fort province). Related to that, thanks for the testing LDiCesare. I think the only outstanding problem we have is the Brigand Lair. I'm going to leave that in since the unrest isn't too bad of a problem and I think it's less hassle for everyone not to have to download another version of the mod (but if there's a second game I'll remove useless sites like that).
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  #60  
Old June 4th, 2010, 11:27 PM

LoloMo LoloMo is offline
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Default Re: ThreeFort - Experimental game - Design pretenders

Caelum agrees to no stealthy movements other than from a non preacher scout. But I think it would be easier to just ban all tresspassings whether stealthy or not. If I understand correctly, the NAP is no attack orders until turn 3, which means attacks will be witnessed on turn 4. We can do the same thing for stealthy units, you can script them to move into enemy lands on turn 3 and make everything simpler. Otherwise we may have to cover all the possible ways stealthy attacks can occur, including unrest causing scout with bane venom charm, idols, etc. To be complete, we should also include no remote spells can be cast until turn 3, which means their effect will be seen only on turn 4.
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