|
|
|
 |
|

July 12th, 2005, 04:04 PM
|
Sergeant
|
|
Join Date: Jan 2005
Location: Germany, Leverkusen
Posts: 262
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: two vs. two vs. two vs. two vs. two (full)
Our second pick is Caelum!
|

July 12th, 2005, 04:20 PM
|
First Lieutenant
|
|
Join Date: Sep 2004
Posts: 666
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: two vs. two vs. two vs. two vs. two (full)
Okay! We're almost ready to let the war begin!
Final steps:
1. Have a look at the map I attached to see if the starting spots are acceptable to you.
2. Settings: all default settings except:
* Zen's Pretender Mods 2.01
* Zen's Scale Mods 1.2
* Zen's Spell Mods 1.8
(Honestly I don't care for these mods, but everyone seems to like them so I decided to use them.)
* 45% magic sites (instead of default 40%)
* Magic research difficult (instead of default magic research normal)
* Independent strength 9 (instead of default independent strength 3)
* Score graphs OFF (instead of default score graphs on)
3. After people have a chance to object, Alneyan will place the ten nations with allies near each other on the map, and send me the ftherland file, and I'll set up the server but I won't look at the contents of the file. Nobody including me will know who their enemies are at first!
By the way, I have only four e-mail addresses in my list of e-mail addresses who get automatic notifications of new turns. If you want e-mailed notifications of new turns then please send me your e-mail address.
|

July 13th, 2005, 05:00 AM
|
 |
General
|
|
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
|
|
Re: two vs. two vs. two vs. two vs. two (full)
Quote:
Zooko said:
3. After people have a chance to object, Alneyan will place the ten nations with allies near each other on the map, and send me the ftherland file, and I'll set up the server but I won't look at the contents of the file. Nobody including me will know who their enemies are at first!
|
Do you really mean the fatherland file? It could be done too, in a game where I set up the full game, including the master password and the .map file: such a set up is best if you would rather lower your opportunities of cheating as much as possible, to avoid suspicion at a later date.
That way or only the .map file is fine with me, and will only take a couple of minutes at most.
|

July 13th, 2005, 09:48 AM
|
First Lieutenant
|
|
Join Date: Sep 2004
Posts: 666
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: two vs. two vs. two vs. two vs. two (full)
Is there any reason that I would need the master password? Only if we have to do something like set a player to AI, right? And we almost certainly won't need to do anything like that.
So please create the whole game and set a master password.
By the way, how can we arrange it so that players can log in to view their team-mate's turn?
|

July 13th, 2005, 10:21 AM
|
First Lieutenant
|
|
Join Date: Sep 2004
Posts: 666
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: two vs. two vs. two vs. two vs. two (full)
By the way, you guys should really examine the layout before we start. Here is an easy way to view it:
http://zooko.com/map.png
(Or see smaller image embedded in first post on this thread.)
In that image you can see where the nations start, although the nations in that display are not the ones that we have picked and that we are actually going to play with.
The teams are the ones connected by blue lines and the enemies are the ones connected by red lines.
As soon as the war begins you will know which of these positions you and your team-mate occupy, and you will know exactly which four *locations* are occupied by your two enemy teams, but you will not know who lives there until your scouts get there. :-)
|

July 13th, 2005, 10:25 AM
|
First Lieutenant
|
|
Join Date: Sep 2004
Posts: 666
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: two vs. two vs. two vs. two vs. two (full)
Tomorrow morning (2005-07-14) in the Atlantic Time Zone I'll check for any change requests from the players, make any final decisions, and then ask Alneyan to assign the starting positions and generate the ftherland file.
So the war will begin tomorrow!
Zooko the Just Host
|

July 13th, 2005, 11:27 AM
|
Captain
|
|
Join Date: Jul 2004
Location: New York
Posts: 863
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: two vs. two vs. two vs. two vs. two (full)
sounds good
|

July 13th, 2005, 11:51 PM
|
Corporal
|
|
Join Date: Nov 2003
Location: Austin
Posts: 81
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: two vs. two vs. two vs. two vs. two (full)
Just for my benefit, please dear friends, I have tried looking at the scale mod to see what it does. but with little success. Anyone here able to clarify it for me, as that would influence (slightly) my choice of pretender.
Oh, and while i'm at it, I would enjoy indi 8 a twinge more; gives a little more chance to have a mage that's not such a super combatant, and put more points into scales.
But I am simply one of many. =)
|

July 14th, 2005, 05:38 AM
|
 |
General
|
|
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
|
|
Re: two vs. two vs. two vs. two vs. two (full)
Scale Mod 1.2:
- Production/Sloth alters income by 4% a tick and resources by 15% a tick (was 2% and 10%, if memory serves).
- Growth/Death alters income by 4% a tick and population by 0.3% a turn per tick.
- Changes to the events, with Misfortune increasing the odds of getting a bad event more sharply, and less frequent rare events (I think).
So the Scale mod improves the two "weaker" scales of Production and Growth, and taking Sloth-3 or Death-3 should hurt you more. Luck is now a more appealing option, and Misfortune should be a bit more dangerous.
|

July 14th, 2005, 06:28 AM
|
Sergeant
|
|
Join Date: Jan 2005
Location: Germany, Leverkusen
Posts: 262
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: two vs. two vs. two vs. two vs. two (full)
Ok, a very very bad problem:
My brother Hacker Pschorr is not able to play, so we would like to make the slot free for another team
We are really sorry about this, but it is just not possible!
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|