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September 22nd, 2010, 11:07 PM
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Corporal
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Join Date: May 2010
Posts: 181
Thanks: 2
Thanked 1 Time in 1 Post
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Re: Boot Camp - Newbie intro to Dominions MP - Running
I think we are jumping the gun on hostilities...there are other reasons why a Nap may be broken. However, for the sake of clarifacation...
Turn 16 gave notice (allows you to start to prepare) turn 1.
Turn 17 is turn 2
Turn 18 is turn 3
Turn 19 is turn 4 Hostilities (IF ANY) may begin.
I would never sneak attack anyone but I DO wonder this for the future...I have NOT seen 1 nap made public in the forum. So....if we are having binding Naps why are we not making them public.
Just a Noob question that seems odd (as I don't want to be stabbed in the back either).
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September 22nd, 2010, 11:30 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Boot Camp - Newbie intro to Dominions MP - Running
Quote:
Originally Posted by Ragnars Wolves
I would never sneak attack anyone but I DO wonder this for the future...I have NOT seen 1 nap made public in the forum. So....if we are having binding Naps why are we not making them public.
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See my first post regarding my opinion regarding diplomacy - I never specify anything. Anyone is free to violate a NAP - and accept the consequences.
Quote:
Originally Posted by Ragnars Wolves
However, for the sake of clarifacation...
Turn 16 gave notice (allows you to start to prepare) turn 1.
Turn 17 is turn 2
Turn 18 is turn 3
Turn 19 is turn 4 Hostilities (IF ANY) may begin.
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It seems to me you're saying attack orders can be issued on turn 18, with the battles taking place on turn 19. While Groundworm's understanding is that orders are given on turn 19, with the battles taking place on turn 20. Sound right? If so, you'll need to decide which of your interpretations will apply (I've seen both used for NAP 3's - though more commonly your interpretation). But this is an example of why it's helpful to clarify this.
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September 23rd, 2010, 06:02 AM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
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Re: Boot Camp - Newbie intro to Dominions MP - Running
Unrelated to the current discussion.
Damnnit, I hate it when move orders fail.
Sorry about the lack of troops on your cap Caelum. Somebody didn't want to move...
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September 26th, 2010, 10:26 AM
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Private
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Join Date: Sep 2010
Posts: 28
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Re: Boot Camp - Newbie intro to Dominions MP - Running
We've started on the 20+ turns now and some nations are at war. Is the turn timer going to go up soon?
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September 26th, 2010, 02:14 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Boot Camp - Newbie intro to Dominions MP - Running
Quote:
Originally Posted by DragonRider
Oh boy. Two Knight invasions in a row. Gotta love those.
But here's a question. Which of the following is true?
1) If one army routs, but the second army loses its last commander before the battle is totally over, the second army will keep fighting anyway.
2) A hidden scout in a province counts as a commander for any troops fighting in that province, so they won't rout even if all their visible commanders die.
3) Royal Guards are total badasses and think commanders are for suckers anyway.
Because the thing that just happened isn't really in agreement with what I thought I knew about the game. The first one sounds the most reasonable but I could have sworn that it was specifically not true, and that battles could rarely be won by whoever routs the slowest.
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Hidden scouts definitely don't count as commanders. Did you find out anything about option 1? I know the type of situation you're talking about but am not sure that is the mechanic at work.
Quote:
Originally Posted by durecellrabbit
We've started on the 20+ turns now and some nations are at war. Is the turn timer going to go up soon?
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Sorry; hosting interval has now been set to 48 hours (in the process postponing the current turn by 24 hours).
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September 29th, 2010, 11:29 AM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
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Re: Boot Camp - Newbie intro to Dominions MP - Running
Epic attacks by Marignon. Methinks Abysia just got destroyed... I think that the only way to stop the inquisition now is to all team up and destroy Marignon for this arrogance!
(Disclamer: I share no border with Marignon, so a call to arms is easy and low risk for me to make  ).
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September 29th, 2010, 12:03 PM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
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Re: Boot Camp - Newbie intro to Dominions MP - Running
Quote:
Originally Posted by Soyweiser
Epic attacks by Marignon. Methinks Abysia just got destroyed... I think that the only way to stop the inquisition now is to all team up and destroy Marignon for this arrogance!
(Disclamer: I share no border with Marignon, so a call to arms is easy and low risk for me to make  ).
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Another thing, while I'm the first to publicly voice my concern about the growing power curve of Marignon. Others have also done so privately in the past. So, this isn't one man concern  .
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September 29th, 2010, 02:35 PM
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Corporal
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Join Date: Sep 2010
Posts: 71
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Thanked 12 Times in 5 Posts
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Re: Boot Camp - Newbie intro to Dominions MP - Running
And that was the day we all learned a valuable lesson about the importance of province defense!
Not that that alone would have been likely to save them; the entire game up to now has been leading up to this, and a few specific actions in the last 3-4 turns sealed it. I have a list of contingency plans three feet long, a lot of which probably won't ever get employed at this point. Too bad...I was really looking forward to one of them! It would have been glorious and thematic, but it's 3-4 turns out and would be a waste of resources at this point.
Hey Soyweiser, I have a fun idea. Let's have a race! We'll see which happens first: you finish taking Caelum's capital which you've been camping outside of for like a year, or I crush the entire nation of Abysia. Ready...go!
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