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April 22nd, 2008, 11:02 AM
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Private
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Join Date: Feb 2008
Posts: 9
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Re: Turn 13
Proceed as you like. I am fine both ways.
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April 22nd, 2008, 12:15 PM
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Captain
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Join Date: Jan 2008
Posts: 913
Thanks: 21
Thanked 53 Times in 33 Posts
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Re: Turn 13
Either way is fine for me, as long as this turn stays 48h, because I won't be able to do it today.
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April 22nd, 2008, 02:40 PM
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Corporal
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Join Date: Mar 2008
Location: Bismarck, North Dakota
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Re: Turn 13
It looks like no one is really emphatic about it either way, but I'm inclined to agree with zenphos to change the timer back to 24 after this turn to try to spark interest back in this game. From there we can keep it until it's deemed necessary to move it to 48. My other game we didn't go to 48 until the late 30's.
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April 22nd, 2008, 03:37 PM
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Second Lieutenant
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Join Date: Nov 2003
Location: Romford, England
Posts: 445
Thanks: 95
Thanked 13 Times in 9 Posts
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Re: Turn 13
I would prefer it as 48 hour turns. It is not just the turns (which don't take that long at this stage) but any diplomacy you wis to do. Things can move quite fast.
But 24 hour turns are OK for a little while longer.
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April 22nd, 2008, 07:57 PM
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Corporal
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Join Date: Mar 2008
Location: Bismarck, North Dakota
Posts: 63
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Re: Turn 13
Well how about 48 hour turns with a request to try and get the turns in early. IE if you got a lot of diplomacy and army config, take your time. But if you are just too lazy to take the 5 minutes to do your turn then please just do it  .
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April 27th, 2008, 10:09 AM
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Corporal
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Join Date: Mar 2008
Posts: 153
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Re: Turn 13
Well it has certainly gotten a little quiet around here. I think it was a lot more exciting when me and moderation were having our little ***** session. Hopefully things might pick up soon.
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April 29th, 2008, 05:17 PM
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Captain
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Join Date: Jan 2008
Posts: 913
Thanks: 21
Thanked 53 Times in 33 Posts
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Re: Turn 13
Nation of Helheim is defeated. I will switch it to AI this turn as there is no point in playing any more.
The final battle was just plain stupid. I just summoned hordes of undead and they held the gate. Niefelheim had no chance of winning the battle even if it lasted for a 1000 turns. But after the turn 50 limit most of his army didn't retreat because they were berserked. Then came the second turn limit and my armies retreated and now they are all dead because they had nowhere to retreat. Also all of his berserked units died.
So Niefelheim lost 30 Niefel giants and a niefel Jarl. That is more than half of the army he sent on me. He is much weakened now and although I lost nearly all my troops, I won the battle so he will have to siege the castle from scratch again. If anyone was planning on attacking Niefelheim I don't think there will be a better time.
One more thing. This battle would sure end in a quite different way if I had researched the essential spell - darkness. I didn't research it because I focused on construction instead on alteration. That is because I thought that Motomouse (Niefelheim) would honor our NAP and give me 3 turn warning before attack. This way I would have enough time to research darkness. But that did not happen. He attacked with no warning. So if a Niefel army is moving towards your border get ready to fight even if you have a NAP.
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May 9th, 2008, 10:39 AM
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Corporal
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Join Date: Mar 2008
Posts: 153
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Re: Turn 13
Hmmmmm,
No sign of Carkaton for the last 4 turns. Seems odd since he is the moderator.
4 stales in a row though is not good and maybe it is time to switch to a new moderator and try to find a sub for Sauromatia?
Anyone have any thoughts on the matter?
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May 9th, 2008, 02:47 PM
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Corporal
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Join Date: Mar 2008
Location: Bismarck, North Dakota
Posts: 63
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Re: Turn 13
I apologize. I had a friend subbing for me the last week, and I thought he was aware of this game as well but apparently not. Anyway I'm back and able to continue. Again, sorry about this.
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May 9th, 2008, 07:50 PM
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Corporal
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Join Date: Mar 2008
Posts: 153
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Re: Turn 13
Hi Carkaton.
Good to see you are back.
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