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  #151  
Old September 20th, 2007, 12:25 PM

Folket Folket is offline
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Default Re: Allegiances (Team Game, Experimental - Recruit

No problem. I had forgoten that our host is dead. I'm happy with anyone taking over the admin duty. I could do it myself if noone else wants.
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  #152  
Old September 20th, 2007, 03:56 PM
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Default Re: Allegiances (Team Game, Experimental - Recruit

I'm already adminsitering a game, and would be happy to administer this one.

I promise to use my admin access only for evil .
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  #153  
Old September 21st, 2007, 11:50 AM

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Default Re: Allegiances (Team Game, Experimental - Recruit

Brilliant, I'll send you the admin password Dr. P.
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  #154  
Old September 21st, 2007, 04:49 PM
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Default Re: Allegiances (Team Game, Experimental - Recruit

I just thought of something, but I'd really like to ask first before rushing things.

Is it okay, in this game, to send your .trn to your ally in order for him to see some battles and information?
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  #155  
Old September 21st, 2007, 05:41 PM
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Default Re: Allegiances (Team Game, Experimental - Recruit

As the new administrator, I say yes .
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  #156  
Old September 21st, 2007, 07:30 PM
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Default Re: Allegiances (Team Game, Experimental - Recruit

Sorry I flaked out guys, I had been checking, but went incognito. Glad you have it resolved.

What's happening in the game?
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  #157  
Old September 22nd, 2007, 08:37 AM
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Default Re: Allegiances (Team Game, Experimental - Recruit

Oh, oops. Delayed the wrong game .

Well, as long as people send in their turns on time it'll still autohost.
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  #158  
Old September 22nd, 2007, 04:59 PM

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Default Re: Allegiances (Team Game, Experimental - Recruit


So how has the team thing been working? Are you getting down to the nitty gritty and sending each planned turn to your ally? At the beginning did you plan out pretenders/summons/research paths and if so, did they work out?

How often do you find yourselves in a support/offensive mode? In other words are you fighting separately, together or is one fighting and the other supporting? If this was more frequent I could actually see it being interesting (at least in the short term) being the supplier, buffered by the offensive player and then churning out SCs/teleport groups/rituals from the back.

Do you guys like the 2v2v2v2 setup? Would it work with 3's? Would a 3v3 work?

Curious minds want to know!
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  #159  
Old September 22nd, 2007, 06:45 PM
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Default Re: Allegiances (Team Game, Experimental - Recruit

To Thrawn: The Empires of Ulm and Marignon has been gnawed to mere skeletons. Abyssia casted the Forge of the Ancients folowed by R'lyehs Well of Misery and Machaka's Eternal Pyre & Gift of Health. Ulm only has one meek fort left and it's sieged. Panganea/Pythium and Machaka/Abyssia are exchanging some weak blows against one other, but recently R'lyeh busted out of the gates with elemental royalty and artifacts, attacking Machakas back. things are looking grim for Abyssia/Machaka, but we'll won't fall without a fight.

To Jutetrea; I'm really enjoying this game and yes, there can be definitive support/attack roles. I'm a supporter, myself. When I tried to wage war I almost got my *** handed to my Baalz's Ulm, to be honest. Destruction is nice against Abyssia. Luckily Dr.P was kind enough to kick Ulm's *** for me . 2v2v2v2 is nice, but I think there should be more teams to allow for more diplomacy. The early game played a bit too much like a 4 player blitz to my liking. Wraparound map would also be good, I'm currently stuck in a corner and it's really limiting my options . One thing to remember about these team games is that you should have more time to your turns than normally since you need to contact yuor ally once in a while. Luckily I ogt my IrC access working, communicating by PM's or E-mails wouldn't have been enough.

It's a bit early to say this, but I think that these "team games" are a succesfull experiment. More should be created.
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  #160  
Old September 23rd, 2007, 12:42 AM
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Default Re: Allegiances (Team Game, Experimental - Recruit

Yeah, I really like the team coordination, FWIW team Ulm/Marignon was going straight for FotA and angels respectively...and we were pretty close to it in the second year. I had well over a hundred earth gems and con-5 before the hostilities started, I was going to cast FotA with about 200 earth gems about halfway through the second year, crap out 50 lightless lanterns (only 1 fire gem apiece with Ulm smiths under the forge) which would have gone straight to the angel factory in Marignon while I started cranking out cheap angel gear (continuing straight to con-8). We both had rainbow pretenders and planned to alchemize whatever we could to keep them angles flowing while I cranked out full sets of fire brand, marble armor, shields of beaten gold, etc. every turn. Would have been great, fielding a steady stream of SCs before we even hit year three...except we ended up being the "***** in the middle" of the other two land teams. And that, to answer a previous question, is why I picked Ulm.

I think it'd be great with more teams so it's less of a 4X4 blitz, there's lots of great possibilities for two nation teams. As it was there really wasn't an option for any of the land teams as far as who to attack unless they wanted to attack team water in the second year...
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