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  #1  
Old September 29th, 2010, 09:58 AM
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WraithLord WraithLord is offline
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Default 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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  #2  
Old September 29th, 2010, 04:44 PM

arnob arnob is offline
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Default 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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  #3  
Old September 29th, 2010, 06:15 PM
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Default Re: GotM: Gardens of the Moon, vets, busy MA game [signup+discuss]

I would like to play as Man.
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  #4  
Old September 30th, 2010, 04:54 AM
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Default Re: GotM: Gardens of the Moon, vets, busy MA game [signup+discuss]

Quote:
Originally Posted by arnob View Post
Hello

If ok for a new MP player (third game), I'll be happy to play with Agartha - Golem Cult

Arnob
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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  #5  
Old September 30th, 2010, 08:52 AM

Executor Executor is offline
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Default 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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  #6  
Old September 30th, 2010, 11:55 AM
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Default 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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  #7  
Old September 30th, 2010, 12:11 PM

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Default Re: GotM: Gardens of the Moon, vets, busy MA game [signup+discuss]

Quote:
Originally Posted by WraithLord View Post
"Uh, and I suggest magic sites at 45 or more."
Isn't 45 the normal for MA?
45EA, 40MA, 35LA afaik

Quote:
Originally Posted by WraithLord View Post
@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?
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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  #8  
Old September 30th, 2010, 12:28 PM
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Default Re: GotM: Gardens of the Moon, vets, busy MA game [signup+discuss]

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Originally Posted by Pjoo View Post
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.
You can track your VP count at a temple, as every vp gives you 5 "temple points"
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Old September 30th, 2010, 12:31 PM

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Default 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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  #10  
Old September 30th, 2010, 01:07 PM

Calahan Calahan is offline
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Default Re: GotM: Gardens of the Moon, vets, busy MA game [signup+discuss]

Quote:
Originally Posted by Executor View Post
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
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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