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  #151  
Old October 8th, 2005, 01:48 PM
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Reverend Zombie Reverend Zombie is offline
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Default Re: The Council of Wyrms

Quote:
RonD said:
If we keep it in the RP context, then a Ghost Riders "verdict" could (should?) be purely by council vote. No special out of game scrying spell. If an innocent party gets convicted - well - oops.
I like this idea, and do not like the resort to an omniscient out of game judge for anonymous spells like Ghost Riders.
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  #152  
Old October 8th, 2005, 07:14 PM
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Default Re: The Council of Wyrms - 2 spots open

A note on the wiki...

The recent changes page (I'm too lazy to link it) is very helpful, but the time & date will make much more sense if after you register, you click "preferences" and set your time zone correctly.

It puzzled me for a bit, so someone else might want to know.
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  #153  
Old October 8th, 2005, 07:57 PM

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Default The Council of Wyrms - Game Starts Monday

I have attached the revised map file. You must download the attached file, put it in the map directory, and remove the .txt extension (which was necessary to attach it in this forum).

It was pretty tough spreading out 17 starting spots on the map, but I believe that I managed to do a decent job. I also put in the 17 VP provinces such that each one is two moves from only one single capitol. That was even harder. Also, each starting province has 5-6 connections on land and 7 connections for the two water spots. That was harder yet...

Anyway, here is the list of starting provinces and the nearest VP province:
10 21
28 38
32 55
47 58
89 75
97 105
104 83
128 92
147 123
160 183
171 161
185 156
202 188
210 216
260 229
261 232
263 12

The VP provinces are fair game for anybody of course. But since you start closest to the one listed above, you ought to be able to get there first. It turns out that I was able to put the VP province in the general direction of the most open territory from each capitol, plus it is also a nice spot for your second castle. They also will not steal resources from your capitol since there is an open province between them in every case.

I also did the following:
1. Removed the incorrect connection 78-88.
2. Added the connection 26-38 to help out the person who started in spot 6.
3. Added the connection 263-279 so that the VP in 12 would be two moves from the capitol in 263.
4. Eliminated all special sites and special troops.

Anyway, for all those energetic people out there, take a look at the map file and see if I made any errors.

Panther
Attached Files
File Type: txt 386182-COW.map.txt (25.2 KB, 188 views)
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  #154  
Old October 8th, 2005, 08:02 PM

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Default Re: The Council of Wyrms - Game Starts Monday

Did you ever decide on site freq.? It seems to me with less gold there should be fewer gems for balance.
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  #155  
Old October 8th, 2005, 08:30 PM

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Default Re: The Council of Wyrms - Game Starts Monday

Quote:
quantum_mechani said:
Did you ever decide on site freq.? It seems to me with less gold there should be fewer gems for balance.
I suggested 50% and posted that on the COW site. No one ever said anything positive or negative about that.
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  #156  
Old October 8th, 2005, 08:49 PM

quantum_mechani quantum_mechani is offline
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Default Re: The Council of Wyrms - Game Starts Monday

Quote:
The Panther said:
Quote:
quantum_mechani said:
Did you ever decide on site freq.? It seems to me with less gold there should be fewer gems for balance.
I suggested 50% and posted that on the COW site. No one ever said anything positive or negative about that.
Ok, just last I checked it said TBA.
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  #157  
Old October 8th, 2005, 09:55 PM
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Default Re: The Council of Wyrms

Hey - can the call for pretenders wait until Sunday morning? My boss was out of town this week, I'm working my butt off, and I have to meet him again today to discuss things before he leaves town again.
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  #158  
Old October 8th, 2005, 10:03 PM

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Default Re: The Council of Wyrms

OK, that's fine. Get it in as soon as you can. So far, I have 12 of the 17 pretenders.
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  #159  
Old October 8th, 2005, 10:30 PM

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Default Re: The Council of Wyrms

Quote:
The Panther said:
OK, that's fine. Get it in as soon as you can. So far, I have 12 of the 17 pretenders.
Sheesh, so I'm not the only slacker. But at least I got mine in an hour before the deadline!
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  #160  
Old October 9th, 2005, 04:01 AM
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Default Re: The Council of Wyrms

Remark about mapmaking
Wouldn't it have been easier to use 17 "#start" commands instead of 262 "#nostart" commands ??

When placing starting positions, did you pay attention to the terrain of the neighbouring provinces? I think you didn't ... . Some nations rely at least initially on troops build with ressources, which they might not have if everything around is plains or grass.

Map errors
wrong connections:
39 - 60
42 - 60

terrain errors:
#2 should be normal
#10 should be small
#58 should be large
#143 should be large


Magic Sites Setting
Someone said sites 50 would be a good balance with bloodhunting.

Did a test game on poor Orania map: Gives not only very few resources, but low income as well. This will limit the numbers of blood hunters.

Found myself constantly cashing in fire and earth gems just to be able to buy more mages (no bloodhunting, though).

This might result in a very gem-centric game. I would suggest sites 40 or something.
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