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August 27th, 2005, 10:27 AM
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General
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Join Date: Jul 2004
Location: Portland, ME (USA)
Posts: 3,241
Thanks: 31
Thanked 65 Times in 18 Posts
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Re: Turn 10
Smarty pants!
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August 28th, 2005, 08:42 PM
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General
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Join Date: Jul 2004
Location: Portland, ME (USA)
Posts: 3,241
Thanks: 31
Thanked 65 Times in 18 Posts
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Re: Turn 11
Turn 11 is out!
Deadline is Tuesday, Aug. 30, 2005 at 9pm EST.
Pasha
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August 30th, 2005, 08:34 PM
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General
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Join Date: Jul 2004
Location: Portland, ME (USA)
Posts: 3,241
Thanks: 31
Thanked 65 Times in 18 Posts
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Re: Turn 12
Turn 12 is out.
Deadline is Thursday, Sept. 1, 2005 at 9pm EST.
Thanks.
Hope y'all are having fun!
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August 30th, 2005, 09:49 PM
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Second Lieutenant
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Join Date: Nov 2004
Posts: 449
Thanks: 0
Thanked 3 Times in 2 Posts
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Re: Turn 12
We are, but if we tell you about it, we have to kill you.
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August 31st, 2005, 05:31 AM
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Sergeant
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Join Date: Jan 2005
Location: Germany, Leverkusen
Posts: 262
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Turn 12
LOL, yes, ireally have fun, but it is impossible to make here feedback!
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August 31st, 2005, 08:46 AM
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General
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Join Date: Jul 2004
Location: Portland, ME (USA)
Posts: 3,241
Thanks: 31
Thanked 65 Times in 18 Posts
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Re: Turn 12
Players can certainly direct comments about their hopes and dreams to the host by email.
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August 31st, 2005, 10:20 AM
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Major
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Join Date: Jul 2004
Location: Alexandria, VA
Posts: 1,019
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Turn 12
I did notice the difficulty of not speaking to your neighbors. Diplomacy is so ingrained in Dominions, it is very odd to play a game without it! I keep wanting to write a message to someone or anyone, assuring folks of my peaceful intent.
It is hard to know when a neighbor is being agressive towards you or is just paranoid. Every troop on your border is a suspected part of an invasion army. Every move must be carefully considered. Wars will be frequent, I would expect.
Certainly this is a real change of pace from the usual Dominions fare.
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August 31st, 2005, 04:21 PM
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Sergeant
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Join Date: Nov 2003
Location: Rhode Island, USA
Posts: 259
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Turn 12
Quote:
The Panther said:
I did notice the difficulty of not speaking to your neighbors. Diplomacy is so ingrained in Dominions, it is very odd to play a game without it! I keep wanting to write a message to someone or anyone, assuring folks of my peaceful intent.
It is hard to know when a neighbor is being agressive towards you or is just paranoid. Every troop on your border is a suspected part of an invasion army. Every move must be carefully considered. Wars will be frequent, I would expect.
Certainly this is a real change of pace from the usual Dominions fare.
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Absolutely!
This is my 2nd "no diplo" game and it's very nerve-racking because you have no idea what to expect and there's nothing you can do to sway anybody's opinion/stance/etc when you run into situations that are cause for alarm. You can't just say "Hey, don't worry about my army in Province A because we're just moving to the indie over at B." or "Hey, I'm getting pounded on by Player X who is clearly the biggest threat on the board--could you give me a hand?!"
BTW, if somebody sees my army on their border don't worry! They're just admiring your landscaping....
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August 31st, 2005, 05:07 PM
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Second Lieutenant
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Join Date: Nov 2004
Posts: 449
Thanks: 0
Thanked 3 Times in 2 Posts
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Re: Turn 12
I miss the diplomacy side as well. A problem with "regular" MP dom2 is that almost everyone starts out by negotiating NAPs with every neighbor, expands a bit, then races for their endgame strategy.
I wish there was a halfway - but that would take a group change in playstyle.
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August 31st, 2005, 07:22 PM
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Private
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Join Date: Jun 2005
Posts: 30
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Turn 12
It's a jungle out there...
Goblin.
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