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  #221  
Old November 5th, 2004, 07:29 PM

CuriousCat CuriousCat is offline
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Default Re: MP Game - Yarnspinners

I was afraid that the slow pace was a factor in losing some of the non-writing players. However, I don't think that increasing the pace is really an option for those who are writing.

If you mean turn 15 by 'the very Last one', then I think that you can go ahead and send it to Alneyan since the turn hasn't been hosted. I'm sure that Alneyan will correct me if I'm wrong.

Also, in my (albeit completely newbie) opinion, it would be quite acceptable to completely change the writing style / personality of characters in your story. I took over for Machaka and didn't try to imitate what had been written previously so there is definitely a precedent. Explaining the change in story would be completely optional. Just a thought.
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  #222  
Old November 5th, 2004, 08:08 PM
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Alneyan Alneyan is offline
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Default Re: MP Game - Yarnspinners

Some news about the actual administrating part (a.k.a. all the fun you are missing): I have lured two players to take over as Atlantis and Ermor. Hurray! The replacing player for Ermor might need to leave the game later on due to a lack of time, but it will not happen right now, so.

I have asked another player (Deccan, who was interested in joining a few weeks ago) if he would be interested by any of the nations currently available. One way or another, you should expect the game to start again once I have received his answer.

I concur with CuriousCat about the game pace (but I am a slow writer myself, so), and you are correct about the current turn. It has been stopped, and will only resume once most nations have found someone to lord them.
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  #223  
Old November 6th, 2004, 02:31 AM
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Default Re: MP Game - Yarnspinners

We might also make some allowance for new players taking over for empires with few story-points to date. While there is still plenty of time to score lots of yarn-points, it may not feel that way to a player who takes over, and it seems a little unfair that they should be punished because their predecessor was not writing regularly. Ideally, we would find replacements who are in it for the pleasure of creating the stories, but the point system is a good motivational tool...

Perhaps for new players we could boost their yarn-point-totals so that they have at least 1 point per turn, thus allowing them to start roughly competitive.
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  #224  
Old November 6th, 2004, 06:48 AM
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Default Re: MP Game - Yarnspinners

As a player, I like your suggestion Puffyn, but the decision will fall in the hands of Magnate.

If no replacing player can be found yet, would anyone object to giving the remaining nations to players already in the game? They would be the players as far away from the nations in question, and I guess I would unfortunately have to check the Messages about gifts and the like (or finding someone able to do so, as such checks would give me more outside-the-game information)

This solution would be only temporary, but would avoid having too many AIs or five nations under my custody. It would go as follow:
* Mictlan: going AI, since they are the weakest of all.
* Abysia: Machaka would seem the best solution here.
* Vanheim: I believe I am the farthest away from them, with Ermor perhaps (but Ermor does not really have much time on their hand, so).
* Caelum: I do not know where you are Puffyn, but from what I can infer, you would be quite far away from Caelum.

I cannot say I am too fond of such situations, but it seems the lesser evil in this case.
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  #225  
Old November 6th, 2004, 11:53 AM
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Default Re: MP Game - Yarnspinners

It looks like the local situation will be more interesting now, as the past few turns only saw the conquest of provinces, without any unexpected surprise (few independents can stand against a horde of longbowmen). So, without further addendum:

Man - Turn 15:

The void. Ornate figures were swelling, only to disappear moments later. Echoes from the world came, shrill voices crying their despair. And the void, this feeling of emptiness, surrounding her. Memories slowly returned; a lucky arrow hit her, somehow finding its way through the whirling winds protecting her. A meagre weapon, yet sufficient to destroy her. The recollection of the pain that followed, her wiggles as the cold embrace of death came upon here.

But there was more, much more, to her plight. Voices should have risen in unison to call her back among the livings. Thousands of faithful believed in her; only a few muttered prayers now reached her. The chillness of dying seized her again, as she realised she would not see the sunlight for a long while, if ever. She wept.


Spring was nearing its end in the streets of Man, and the air was filled with the fragrance of blossoming flowers. Harvests were bountiful, the famines of Last year a simple unpleasant memory. The Fair Land was once more prosperous, the wealthiest realm of the known world as rumours had it. The bickering Earls, who had divided the kingdom, had been brought under control, and Man was once more a united power, confident of its ability to grow.

A glance at the city below the Castle brought Velimaine such thoughts. Power was now in the hands of Avalon, and so she naturally became Lady Warden of the realm, being the Daughter Superior of the Isle. All of Man under her rule; such responsibilities almost overwhelmed her, despite the customary involvement of Avalon in political matters. But she would have the time to reflect; there was no threat to Man, with its borders securely held by the royal host. The only pressing matter was to ensure the stability of the Summer Lands.

To this end, she summoned the Earl of Sjkomen, the lands surrounding Avalon proper. Sjkomen was now in charge of the administration of Avalon, a concession made to placate the Earls. Sjkomen himself was a not too ambitious nobleman, and talented to apply rulings, so long as he did not have to take decisions on his own; all that Velimaine required. She handed him an innocent, ordinary letter, to be copied and displayed in all parts of Man. Even the usually serene Earl paled while reading the contents of the missive:

“I, Velimaine of Avalon, in the name of my Sisters and Mother, hereby declare that Man is to be ruled under the custody of Avalon. The crown of Man will henceforth be detained by the Daughter Superior, or any Daughter chosen by her Sisters, and will no longer be transferred by the virtues of heredity. Be it also enacted that the current heir, the child Leonid, therefore loses all his rights, titles and duties as king, given his birth, which was not from the marriage between his father and mother, as it is widely known. His cousins do not have a claim strong enough to warrant their accession to the Crown, as per our customs and traditions.

The incarnation known as Ilneoa, whose divine nature led to erring on mortals, had disappear several moons past. Her divine nature whereby she claimed the Crown has been thus disproved, and her pretensions should similarly be dispelled. All citizens of the land are urged to step aside from her cult, and to return to our ancient rites, whereof only good thoughts can be given. Putting power in the hands of a creature full of exigencies was not the best notion to cross the minds of the believers; this shall not happen again.”
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  #226  
Old November 8th, 2004, 10:02 AM
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Default Re: MP Game - Yarnspinners

Turn 15 has run at Last, and the game will hopefully be back on track now.

If you happen to be interested in joining the game, there are still three nations left for picks: Abysia, Caelum and Vanheim (they are currently being played by the players farthest away from them).
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  #227  
Old November 9th, 2004, 11:22 PM
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Default Re: MP Game - Yarnspinners

---- Arcoscephale, Turn 16 ----

Now that was an interesting fight. Huge fanged serpents -- wolves pouring in from the forests -- women soldiers turning into serpents instead of dying -- the trumpeting of many elephants as they trample same. Most intriguing was this one woman who occupied my Silver Shields for some while (truth be told, they had little need to fight while the elephants were on their merry trample). She wore an enormous pelt which made her hard to kill, and was quite mad. This woman, called Ninhadi, was apparently a devotee of the cult of Fenris, some really powerful local wolf-god, or so I gathered when talking to locals after we had taken the village.

One of them provided me with the following page torn out of a book of lore; it seems a rather grisly way to honor a god. There was a curious scrawled footnote noting that it was prophesied that the pelt would be lost "in the time of the great butter wars", but then it is all smudged. More mystical nonsense, I am sure...



As usual, Amshula was quite ineffective, though she did manage to give this one snake something of a headache, and more importantly not injure anyone on our side. Now, once again, she has disappeared in search of gods only know what. I hear that yet another mystical ritual back home has failed to turn up anything; I think she and her siblings are getting a little desperate. I, for one, am simply glad for the respite from her incessant barbs.

We are pausing here for some time to wait for Divikar to arrive before proceeding. And I've been thinking... after all this time around Amshula, I really miss Limmy. At least ol' blue was contrite when he failed to contribute meaningfully to battles.


---
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  #228  
Old November 10th, 2004, 10:33 PM
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Default Re: MP Game - Yarnspinners

--- Caelum, turn 16 ---

I have not had time to write this year past. My kingdom has greatly expanded, from the Nidzh River all the way to the deep port at Muktadir, and some part of this has been my doing. After many months of study, aided by the Seraphs, I was presented with a lucky amulet and an evil-looking sword, and went forth to expand my reach northward.

The storm general prophet has been crusading up and down in the east, carving a place. He still insists on my divinity, of course, claiming that all he does is in my name, but he's become quite a hero himself among the Caelians. Sometimes I wonder. The Seraphs back home are loyal enough, though, perhaps too much so. As they have slowly come back down from the mountains, they have all taken new names, denoting their magic skills. It's convenient, but also very disconcerting.

Last month I received an odd gift from a people called Vanheim in the north. They sent a magical dwarven hammer and some water gems, but if the messenger was supposed to bring a message also, the long trek had addled his brain, and I could not get any sense out of him. Until I better know the strengths of those rising around me, it seems like a poor idea to alienate a potential friend, so I had Wizard (W) (I told you the names were odd) forge a magic clam which produces a magical pearl each month. I shall send it back to Vanheim, in payment for the sturdy hammer.

That hammer will swing in the forge again this month, fashioning one of the most feared weapons of the ancients: the staff of storms. With this twisting, sparking thing of raw might and beauty bringing storm clouds wherever it goes, my seraphs will become even more formidable in battle. In a month or so, enough will have gathered to strike south against the rabble of knights and religious fanatics who have too long held that land in defiance of Caelum. The very skies will open and strike them all in anger.

I am at a bit of a loss for what to do next. I must continue to expand my power base but how is that best accomplished? Magic is key, but lately I have also become concerned that the people have insufficient faith in me. It is perhaps hypocritical to be upset that they don't venerate me, when I am no divine being, but the benefits of a strong belief are so great. The people live more happy, productive lives, and my own strength is supported by their chanting. As such, it is clear that I need to encourage more men to enter the priesthood. Yes, men. To be honest, I do not trust the Seraphines, high-priestesses of Caelum. They are so fanatical, that if they ever suspected I am but a pretender to god-hood... the outcome would be painful. It is best to keep their number small, and encourage religion among the humans and other lesser races.
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  #229  
Old November 11th, 2004, 02:24 PM

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Default Re: MP Game - Yarnspinners

Hi folks - sorry about the long absence - I still have no video card at home, and have been v busy at work. Will try to catch up asap, but glad I haven't missed too many turns!

I take the point about replacement players possibly being put off by low point totals. I have a suggestion: instead of 1 point per turn, how about 2 points per turn for which no .trn file was received? That way, the empires who have missed several turns (and suffered accordingly) will at least have a few point in compensation.

I don't know the shape of the game though, so this may not be appropriate (if eg. Atlantis played a lot of turns without writing yarns). Giving 14 or 15 points to a replacement player seems a bit harsh on those of you who have been diligently yarnspinning!

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  #230  
Old November 12th, 2004, 09:53 AM
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Default Re: MP Game - Yarnspinners

Turn 16, R'lyeh

... Sleep between death ...

Gods have a thousand names, but they are always the same.

The other day, upon the stair,
I met a man, who wasn't there.

I wandered, empty, through trackless wastes. In the middle of a swirling void we caught sight of each other: a fellow god, a spinner like ourselves, and even more so. A still place in this world of dreams, and a glass table, with the world apportioned on it, and 10 obsidian figurines, robed in light. We talked for eons... a day. I saw his world, far away, as if I stood on a hill next to him, and surveyed his whole dominion from horizon to horizon. I turned to speak to him, but his eyes dissolved into a hail of arrows...

He wasn't there again today,
I wish that man would go away.

... and then it was another battle against frightened peasants to sate my starving, maddened brain, most of their number disappearing into the wold.

I received word that the kingdom of Man is responsible for the late Mr. Flibbles. Can a thousand airs gems bring him back? Knit his cold, fishy soul back together from the snowflakes of him now swirling forever in void? It is a kind offer, but there is no way I could accept.

A Star Child brings tidings of Lilith, the Vampire who imagines herself lord of the fiery humans. Her magical power is formidable, and she chewed through the humans like a hot knife.

From the void, the stargazer has pulled a double brace of Lesser Othernesses, strange beings of lime-flavored goo. Apart from seasoning for Atlantian tacos (or burritos, maybe with some deliciously picante fire-human spread on top), I'm not sure what good they are, since they're too small to crush even humans. Maybe if I had some midgets I needed to crush... Still, one has to respect the survivability of these suckers. Spawned in the void, they can withstand most of the damage pitiful earth-bound mages can spew at them: 100% shock immunity, 100% fire immunity, 100% cold immunity, 100% purple immunity, 100% poison immunity. In the dark final days of this terrible war, against the magic death-throes of this world, these shall form a deliciously wobbly corps of shock troopers.
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