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September 29th, 2010, 09:58 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
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Re: GotM: Gardens of the Moon, vets, busy MA game [signup+discuss]
hardest indies. so what?- Check with ppl who played with these settings in my previous games. Most had fun, including perhaps those who didn't adapt their strat. to the settings.
Notice that research is normal so that mage centric nations could utilize spells early on.
Actually Van is the kind of nation that benefits from the hard indies.
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September 29th, 2010, 04:44 PM
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Corporal
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Re: GotM: Gardens of the Moon, vets, busy MA game [signup+discuss]
Hello
If ok for a new MP player (third game), I'll be happy to play with Agartha - Golem Cult
Arnob
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September 29th, 2010, 06:15 PM
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Corporal
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Location: Gettysburg, PA
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Re: GotM: Gardens of the Moon, vets, busy MA game [signup+discuss]
I would like to play as Man.
__________________
Ask not for whom the bell tolls, it tolls for thee.
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September 30th, 2010, 04:54 AM
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General
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Join Date: Sep 2003
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Re: GotM: Gardens of the Moon, vets, busy MA game [signup+discuss]
Quote:
Originally Posted by arnob
Hello
If ok for a new MP player (third game), I'll be happy to play with Agartha - Golem Cult
Arnob
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I'm sorry arnob, I don't think that would work. For the sake of clarity let's say that the experience bar for this game is at least 10 MP games. You see, any vet who starts next to you would almost certainly attack you ASAP thus gaining an unfair advantage. You won't enjoy that and it would upset the game balance.
@BigandScary, do you meet this "not complete newb" criteria?
@Slobby, prepare to feel the pain 
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September 30th, 2010, 08:52 AM
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Major General
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Join Date: Mar 2008
Location: Serbia
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Re: GotM: Gardens of the Moon, vets, busy MA game [signup+discuss]
Keep the indies at 9, that way us fast developers win the game!
Uh, and I suggest magic sites at 45 or more.
And I presume the capitals won't be marked right?
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September 30th, 2010, 11:55 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
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Re: GotM: Gardens of the Moon, vets, busy MA game [signup+discuss]
"Keep the indies at 9, that way us fast developers win the game!"
indies 9, +2
"Uh, and I suggest magic sites at 45 or more."
Isn't 45 the normal for MA?
"And I presume the capitals won't be marked right? "
Capitals would be VPs so I don't see how not to mark them. Any idea?
@All. re. the vets condition. Do you think I'm being too strict?- I mean, back in dom-I days when I started playing I jumped right into the water with all the sharks and nobody told me "back-off you newb"...
Any opinions?
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September 30th, 2010, 12:11 PM
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Private
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Re: GotM: Gardens of the Moon, vets, busy MA game [signup+discuss]
Quote:
Originally Posted by WraithLord
"Uh, and I suggest magic sites at 45 or more."
Isn't 45 the normal for MA?
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45EA, 40MA, 35LA afaik
Quote:
Originally Posted by WraithLord
@All. re. the vets condition. Do you think I'm being too strict?- I mean, back in dom-I days when I started playing I jumped right into the water with all the sharks and nobody told me "back-off you newb"...
Any opinions?
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Well, if you want to keep the game balanced and competive, it's good idea for players to have ~the same level of skill, but given the nature of the game, people usually ganging up on the strongest player, few newbs getting eaten wouldn't exactly break the game? Well, actually, given indie strenght 9 it could, but...
About the marking of capitals, you could always just bash peoples' heads the standard way until someone captures all the required VPs and declares themselves the winner(doubt there will be much cheating like that). You couldn't track it in the score graph, even if you wanted that, though.
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September 30th, 2010, 12:28 PM
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Major
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Re: GotM: Gardens of the Moon, vets, busy MA game [signup+discuss]
Quote:
Originally Posted by Pjoo
About the marking of capitals, you could always just bash peoples' heads the standard way until someone captures all the required VPs and declares themselves the winner(doubt there will be much cheating like that). You couldn't track it in the score graph, even if you wanted that, though.
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You can track your VP count at a temple, as every vp gives you 5 "temple points"
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September 30th, 2010, 12:31 PM
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Major General
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Re: GotM: Gardens of the Moon, vets, busy MA game [signup+discuss]
Well, we don't actually have to play with victory points to consider capitals victory points.
I dislike the idea of having my capital marked from turn 1.
We already did a game like this "BEER", where the required amount of capitals was 7, but they were not marked, instead every nation had to keep a personal account of everyone's control of capitals, and watch out so nobody steals the game.
It worked out pretty good.
http://forum.shrapnelgames.com/showt...highlight=beer
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September 30th, 2010, 01:07 PM
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BANNED USER
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Join Date: Nov 2007
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Re: GotM: Gardens of the Moon, vets, busy MA game [signup+discuss]
Quote:
Originally Posted by Executor
Well, we don't actually have to play with victory points to consider capitals victory points.
I dislike the idea of having my capital marked from turn 1.
We already did a game like this "BEER", where the required amount of capitals was 7, but they were not marked, instead every nation had to keep a personal account of everyone's control of capitals, and watch out so nobody steals the game.
It worked out pretty good.
http://forum.shrapnelgames.com/showt...highlight=beer
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Quick observer comment
I applied similar settings to the above to a game I ran 18 months ago (CarCrash http://forum.shrapnelgames.com/showthread.php?t=42834).
The only problem that occurred was when one of the main contenders forgot the winning conditions, which is entirely the fault of the player not the settings. Other than that the game was fine. I've also just started two Newbie games with a "hold X capitals" win requirement, but without having capitals VP marked. So I think it is certainly a valid combination of settings and victory conditions.
And personally (as I've ranted about many times in the past) I think having capitals VP marked not only helps the powerful nations to rush, which is help they certainly don't need, but it also encourages lazy play by having a very important bit of intel given to you for nothing. If you want to know who owns the capitals, you should be both made to find them in-game, and made to expend resources keeping track of who owns them.
And if you want to do fixed starts and still keep capital locations secret, then you need to find someone not playing in the game to sort the map out (not it  ), but then importantly, for that person to only distribute the image file to the players, and NOT the .map file (As the .map file is needed by the llamaserver, but the players only need the image file. As giving out the .map file also gives out the start locations)
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