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July 27th, 2008, 09:05 PM
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Second Lieutenant
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Join Date: Jun 2007
Posts: 483
Thanks: 0
Thanked 6 Times in 3 Posts
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Re: War!
*grabs popcorn*
You know, even if I were inclined to attack right now, I'd probably hold off out of sheer entertainment. You two are great! ; )
I also have thoroughly enjoyed how fast this game has gone. This is the fastest MP game I've ever played, and that's been great as well!
*goes back to playing with dolls*
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July 27th, 2008, 09:55 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: War!
Well that battle was in Gol Phalas, which is neutral temp scales. I understand it says it's "most effective" in cold provinces, but that wording implies the inverse as well, as in "weaker in hot provinces", not, "totally ineffectual in temperate provinces".  In fact, it also states "the entire battlefield", rather than specifying "some portions of the battlefield". I think this spell description needs a MAJOR overhaul.
Regarding your capital, I made that post before the next turn brought me next to it - our quickhosting is amazing - though I spend ridiculous amounts of time scripting new spell combos that will fail as terribly as the last spells that had no effect on you.
Oh, and also having a great time here, and learning a lot - if you host again Indy, I'll be sure to join up! 
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July 28th, 2008, 01:39 PM
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Second Lieutenant
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Join Date: Jun 2007
Posts: 483
Thanks: 0
Thanked 6 Times in 3 Posts
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The Final War
The false pretender of R'lyeh's watery domain has informed me that Mictlan so fears the unstoppable might of the everlasting dead, that he begs for release so he can struggle futilely against his inevitable fate. R'lyeh has been reconsidering his agreement to become the One True God's eternal vassal, and wishes to pit his laughable forces, combined with Mictlan's pathetic strength, against the unstoppable might of the endless dead.
So be it!
We are an honourable One True God. We release the false pretender of R'lyeh from his oath of servitude. Our NAPs with R'lyeh and Mictlan are hereby ended! It is currently Turn 59. On Turn 62, we will give our orders to our minions to invade and conquer. On Turn 63, the Final War for Dominion begins. And Us have mercy on your souls.
There Can Only Be One.
--Vitae the Glorious, Lord of the Dead.
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July 28th, 2008, 03:01 PM
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Major
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Join Date: Mar 2008
Posts: 1,099
Thanks: 56
Thanked 122 Times in 48 Posts
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Re: The Final War
The might of Mictlan will preveil. We regret that our respective armies did not recieve word in time of the truce our leaders had come too. Hopefully this will not upset our chance at victory.
The dead must be put to rest (again) and the gate to the underworld must be sealed. This is something we will try even if it cannot be done, for lack of trying would be the greatest sin our fine race could commit.
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July 28th, 2008, 07:29 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: The Final War
Twas only another 20 mages and R'lyeh's Prophet, not a big deal at all!
>.>
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July 29th, 2008, 01:47 AM
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Major
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Join Date: Mar 2008
Posts: 1,099
Thanks: 56
Thanked 122 Times in 48 Posts
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Re: The Final War
Jim has be quite upset about the submission of my turn as it forced him to make moves he did not intend at the time of submission. Considering this has become a friendly game of three I vote that the game be reset to turn 58. In my understanding this can be done.
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July 29th, 2008, 03:13 AM
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Second Lieutenant
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Join Date: Jun 2007
Posts: 483
Thanks: 0
Thanked 6 Times in 3 Posts
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Re: The Final War
Hey now, that's...a bit much. If I did that, I would be deliberately and willingly taking a punch to the jaw before the fight even begins! The only player who would suffer for the rollback would be me, and both my foes would benefit.
How about another option: I only declared war now because I thought (perhaps mistakenly) that's what you wanted. I would be willing to delay the Final War a few more turns, allowing the two of you more time to recover and reorganize from your war, if you think that would help.
We could all build peacefully, giving you two more time to coordinate your plans for taking me out. We could give our orders to attack on Turn 65 for example, invading on Turn 66. Or somewhere in between Turns 62 and 65. That option seems (closer to) fair to me, since what we gain from the delay will largely depend on how effectively we use the extra turns. The gamble for both our sides would be: who will earn the greater benefit?
I am open to other options as well, if you have ideas; I do want to play this out to the end in a way that's fun for all! But I am looking for something that isn't so blatantly to my opponents' advantage. I think that's only reasonable... ; )
--IndyPendant.
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July 29th, 2008, 03:56 AM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: The Final War
I'm okay with however it plays out at this point.
AOE was just requesting the rollback, as I had specifically asked him him my PM to wait for my response before posting a turn, as I had already submitted mine, including aggressive actions that I wasn't going to take back until hearing back from you, Indy.
When he read your post here, he got a bit overexcited and submitted, and his new tricks had a wonderfully synergistic effect with my new scripts, resulting in me murdering many of my own communion members. 8 \
I still do have a lot to work with, but it's not exactly a "benefit" if there is a rollback, more of just a lack of a severe detriment. And I think that AOE would attest that I have more heart than anything, and likely having that additional communion for the final days would do little other than make me feel like I really did all that I could against an experienced and honorable foe.
But again, it was technically our fault and none of your own, so I respect your decision. If there's no rollback, I would definitely appreciate at least a couple of extra turns to reorganize, as we're in the process of disentangling our borders. Of course, with you having the Forge and the Well, it's debatable how much benefit AOE and I gain from extra time. I'm already anticipating a 300 gem Utterdark or some such tomfoolery. 
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July 29th, 2008, 04:55 AM
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Second Lieutenant
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Join Date: Jun 2007
Posts: 483
Thanks: 0
Thanked 6 Times in 3 Posts
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Re: The Final War
Utterdark? Pish, I'm not thinking that small. ; )
And you're right, part of the reason why I made that offer is that I do think I will gain a greater benefit. I freely admit it! --However, I am not certain that is true--it would allow you two more time to shake down, reorganize, and coordinate for example--and I am (reasonably) certain that if we started the war on Turn 62, I would win.
You've done well with R'lyeh--better than I did in my first MP game with them. And quite frankly, AreaOfEffect has impressed the HELL out of me. I would love to play against either of you again in another game, but after that jaw-dropping comeback against Pangaea, I would be nervous fighting him without, oh, three-to-one odds or so. ; )
I'm not going to do my turn tonight; it's past my bed time as it is. I'll give AoE a chance to respond, see if anything comes up, and submit my turn after work tomorrow.
Most importantly, let's try to have fun!
--IndyPendant.
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July 29th, 2008, 12:35 PM
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Major
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Join Date: Mar 2008
Posts: 1,099
Thanks: 56
Thanked 122 Times in 48 Posts
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Re: The Final War
I'm fine with the war starting as soon as turn 62 comes around. In my particular situation it happens to be just enough time. I only requested the rollback because I felt truly sorry about what happened to all those mages. Granted, they had it coming to them (damn nether dart spam).
I'm fine with your stance and the extra time isn't needed on my part. If Jim needs more time beyond turn 62 then I yield to him, otherwise lets get it on.
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