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May 12th, 2005, 09:48 AM
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General
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Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
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Thanked 22 Times in 22 Posts
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Re: Yarnspinners.dm
The command to be used is #specstart [nation number] [province number]. You could also set all provinces save for nine as no-start, but that would take a lot more time.
Who picks the provinces is not for me to decide however(I've got to get out of my habit of administring). If Tauren goes this way, there is no need to tell us about the starting provinces either: he can keep the .map file secret, so we would not know where are all the other capitals.
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May 12th, 2005, 10:50 AM
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Second Lieutenant
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Join Date: Mar 2005
Location: west of DC
Posts: 587
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Re: Yarnspinners.dm
I support Panther's call for a restart (although he did not explicitly ask for it). This is a high investment, one-of-a-kind game, and I'd appreciate the same courtesy were it to happen to me. Although if I am indeed part of the clump, I guess it has!
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May 12th, 2005, 10:52 AM
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Major
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Join Date: Jul 2004
Location: Alexandria, VA
Posts: 1,019
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Re: Yarnspinners.dm
After seeing all the black candles near my capitol on turn 2, I asked Tauren if I truly was so darn near several opponents. Here is what he found using the master password:
1. I am in province 9.
2. Someone (probably Alneyan) is in 137.
3. Someone (probably djo) is in 25.
4. The third person (unknown) is in 17.
In case you didn't know, you can type #9 'enter' to locate province 9.
Take a look and you will be amazed at the positioning. Three of the five provs adjacent to my capitol are also adjacent to an enemy capitol. The only thing I could reasonably do is to drop out and stale every turn until one of my neighbors became strong enough to take the 125 PD in my capitol.
But I would rather play...
Tauren suggested to re-start the game under Version 2.15 and make sure the capitols are approximately spread evenly before mailing. We both feel it is a 2.16 problem, and I suppose I ought to post the turn file on the other forum (except I have to go to work now).
Panther
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May 12th, 2005, 11:04 AM
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Corporal
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Join Date: Oct 2004
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Re: Yarnspinners.dm
I suppose restarting is only fair. Once the game is started in 2.15 we can switch over to 2.16 so that everyone can have correct battle replays.
I too am anxious to start telling my story, so how about we try to get back to the original schedule and host turn 4 on Monday? Essentially quickhost to get us back on our weekly schedule-- the first few turns require so little time I hope this won't be a great burden on anyone.
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May 12th, 2005, 11:07 AM
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Major
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Join Date: Jul 2004
Location: Alexandria, VA
Posts: 1,019
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Re: Yarnspinners.dm
Now that the turn 0 yarns are done, I agree with Sedna to do the first 3 turns quickly after a restart. We are probably already all working on turn 3 yarns anyway, though they may have to be modified with new starting positions.
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May 12th, 2005, 11:25 AM
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First Lieutenant
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Join Date: Jul 2004
Location: Albuquerque, NM
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Re: Yarnspinners.dm
Ok, so, Ill just restart the game again, but with 2.15. Then Ill just move it to 2.16 before generating the first turn, so youll still be playing under that version.
Ill host the turns as soon as I get all the files, and hopefully we can finish the first 2 turns before the weekend.
puffyn, the last couple emails I sent you have bounced, with a weird error message. Do you have an alternative address?
__________________
Every time you download music, God kills a kitten.
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May 12th, 2005, 12:41 PM
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Corporal
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Join Date: Oct 2004
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I think we can rule out 2.16
So my home province is right next door to the inquisition's best buds in the whole world, Ermor. Thematically, I like starting close to Ermor, but this is a little close for comfort.
Not that the Inquisition is afraid! We would happily purge the undead from our lands, but perhaps Zen would object.
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May 12th, 2005, 04:10 PM
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Major
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Join Date: Jul 2004
Location: Alexandria, VA
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Re: I think we can rule out 2.16
Well, I am adjacent to the lizards this time. No space at all between our capitols.
What is the deal? Why have there been countless games started in Dominions without having this problem in the past?
I just don't get it. The game seems to not care about space between starting capitols anymore...
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May 12th, 2005, 10:22 PM
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General
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Join Date: Jul 2004
Location: Portland, ME (USA)
Posts: 3,241
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Re: Yarnspinners.dm
Quote:
The Panther said:
In case you didn't know, you can type #9 'enter' to locate province 9.
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Holy smoke! I did not know that!!
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