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  #1  
Old March 25th, 2007, 03:03 PM
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Amhazair Amhazair is offline
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Default Re: The Great War

When I tried to start up my turn I got the message: "turn file is corrupted" after which dominions closed itself

Any idea what can cause that, and more importantly, how to solve it?


Far less important: for the first time since I got myself Gmail the computer goblins struck again and prevented the turn mail from reaching my original adress. It did arrive fine at Gmail though, so no problem.
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  #2  
Old March 25th, 2007, 03:30 PM

calmon calmon is offline
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Default Re: The Great War

I would try to download it again. Maybe the download was corrupted.

I attach the mid_ulm.trn file to this post (packed with winrar). Maybe this version works.

While war turn 1 was more in my favor and turn 2 more in yours this 3rd turn was more or less equalized.
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File Type: rar 507091-mid_ulm.rar (110.9 KB, 78 views)
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  #3  
Old March 25th, 2007, 03:38 PM
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Amhazair Amhazair is offline
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Default Re: The Great War

Thanks Calmon, that attachment worked just fine. (I had tried downloading it from the mail a couple of times already, with no luck)

Let's go see what more equalized means...
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  #4  
Old March 28th, 2007, 10:29 AM

calmon calmon is offline
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Default Re: The Great War

My turn was sent more than 1 hour ago. Did you get it? Maybe i should start to zip/rar the file.
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  #5  
Old March 28th, 2007, 11:56 AM
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Default Re: The Great War

yes i got it, but i cant host, as long as i am not at home
the next turn should arrive shortly
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  #6  
Old March 29th, 2007, 08:00 AM
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Default Re: The Great War

Pffft...

Only four turns of war, and I'm already effectively beaten by a very well executed and coordinated Ermor assault. The combination of massive undead armies, many (many!) Tartarians, half of them able to teleport through one means or another, and massive use of ghost riders has pummeled me to my knees.

Apart from plain and simply being stronger than I was (which was the case), the main cause of this fast collapse was that Calmon was apperently perfectly ready for the war, and I wasn't. I needed about a turn or two (without enemy interruption, which I obviously didn't get) to get everything in place to start a war as I'd have wanted to start it.

You could argue (and you wouldn't be wrong) that it was not very smart to cast a powerful spell like the Arcane Nexus when I wasn't totally ready for a war. I did however have a NAP with Ermor lasting until turn 70, and after having read this http://www.shrapnelcommunity.com/thr...=&fpart=1&vc=1 thread some time ago, I was under the impression that even the casting of such a powerful global would not be considered enough cause to break it. Don't get me wrong, I don't blame Calmon in any way - comming from a (board)gaming background where a rare, carefully planned and game-winning betrayal was much admired I was quite worried about being tied hand and foot by "the way things were done here" unable to react if a player I had a deal with did something potentially game winning. I'm quite glad that this at least seems to be considered just cause to attack the offender. - but that thread had me convinced that I was free to do what I wanted untill turn 70, and I was aiming for a war at that point, and not earlier. (with Ermor at least, I was less worried about some other nations )

Having said all that: anyone who's still planning of doing something in this game better to it soon, while Ermor is still occupied with me (I still do have some forces left), because soon he'll be able to turn his full attention elsewhere. And trust me, his attention hurts a lot.

P.S. I did have some smaller successes spread around the heavy blows I kept receiving. Honorable mention for fondest memory for a battle in this game goes to an attempt to break the siege of my castle in Veldorn. Most of the reinforcements I planned to arrive for that battle were stopped by teleporting (or cloud trapezing, or gatestoning, or otherwise jumping about) nasties, so in the end I only had about 50 regular troops with massive mage support to face a roughly 1000-men (3/4 undead) army. The result was a totally destroyed opposition, with only 1 master smith and 2 heavy infantries dead. (and 2 charmed legionnaires to replace them with ) Even though it wasn't a terribly important win (there was nothing particularly valuable in the opposing army), I still thought it amazing fun.


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  #7  
Old March 29th, 2007, 09:25 AM
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Default Re: The Great War

Is that it, then? Should we declare Calmon the winner?

Ermor has an unstoppable advantage in money and gems. I saw that much when I had Eyes of God up.
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  #8  
Old March 29th, 2007, 09:57 AM

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Default Re: The Great War

I weren't prepared for this war. For me this declaration was also surprising. Maybe we can provide our passwords and 2h files at the end of the game. Not necessarily for this issue but because of the much and often nice battles we had (and will have).

The thing with our NAP and arcane nexus may be discussible. As i said before for me is nexus a very aggressive spell (like utterdark) which has a heavy impact in all others gem using. This spell could be taken as a declaration of war to everyone. However thats my viewpoint but i admit that this may be debatable.

Well, i think you aren't defeated. You take over my best combat global and you have much armies with very good combinations of mages. Your huge arcane income give you a big advantage and good options to react. How many gems did you get from the nexus each turn?
Furthermore T'ien Ch'i decided to attack my backlands and take out most of my water provinces.

I appeal on all other player not to believe that ulm is defeated. Like a good diplomacy player he just play down his own strengths.
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