Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
[SPOILERS] Dazed and scooter play Stalin of Vikings and make a big mess

dazedroyalty Wrote:We just brought my daughter home from the hospital. She's doing great! her older sister has been very sweet with her. Still figuring out what life's new rhythm will be though so you'll probably need to keep playing turns a little longer.

Congratulations!
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Reply

scooter Wrote:There's one way this could go wrong next turn (would slow down our attack I mean), but I'll leave the clever thinkers to figure that one out wink.

I thought he could block your galley, but that's because I forgot your trireme moves 3..
Reply

Elkad Wrote:I thought he could block your galley, but that's because I forgot your trireme moves 3..

Yes, this is it. The galley needs to move 1NE of the city in order to drop the catapults onto the pigs it next turn. However, the Trireme is 4 moves away from this tile. If he puts a galley onto this tile, I'm in an annoying spot. Good news is I just popped into the game (they have played their turn already), and his galley is still sitting in the city, so we're safe.

Merovech Wrote:I doubt this is what you were referring to for slowing you down, but couldn't he attack out of Bentgrass (what does he have there, besides the visible vulture?), as well as Nimblewill and prevent you form pillaging the copper?

Bentgrass is not in range of the copper (3 tiles away), so that's not a concern. So he'd only be attacking out of Nimblewell, which would be foolish to risk I think. I didn't actually check this when I logged in though, so I'm not actually sure. Totally slipped my mind because my eyes were bleeding because somehow my settings got reset! Not the ini getting reset (as has happened), but this was a different kind of reset - my ingame preferences all defaulted back. Stuff like quick combat and stack attack that aren't affected by the ini file. Really bizarre.


dazedroyalty Wrote:Just checking in to say that it looks like things are going well. I'm nervous about OB w/ Krill because I don't want to give him IC routes if he doesn't have them. That said, since there are 2 continents, there's a good chance he has them already. But if we COULD get Ivory for them, that'd be AWESOME!

We just brought my daughter home from the hospital. She's doing great! her older sister has been very sweet with her. Still figuring out what life's new rhythm will be though so you'll probably need to keep playing turns a little longer.

Awesome, glad she made it home! No rush, just let me know whenever you feel like you can come back to participating and I'll start to split you back into playing turns whenever you want.

On a game note - Krill rejected our deal so that answers that.
Reply

scooter Wrote:Bentgrass is not in range of the copper (3 tiles away), so that's not a concern. So he'd only be attacking out of Nimblewell, which would be foolish to risk I think.

Huh, I thought units could move three tiles on roads.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Reply

Ok, I logged back in as I wanted to review the copper situation. It did occur to me that attacking wouldn't be quite as bad as I initially thought. Sure enough, here's what I see:

[Image: t143_copper_situation.JPG]

Well then. Here's the thing... Those are the odds we get with my Zerk vs his archer. That Zerk will get a promo so it'll be CR AND it'll get healing, so I'll get favorable odds on the archer. The BAD news is... My other Zerk can't promote and heal! And Zerk vs warrior is great except when you're redlined so badly that you're down to 1.0/8 health. The other news is that there's a good chance he's moved out of Bentgrass and into range of me for the following turn. If he's NOT done that, it'll be a simple case of kill with the strong Zerk, pillage with the other, then kill the warrior the following turn. However, if he can wipe me out afterwards... Yeah, weird situation. I can surely pillage the copper, but can't really stop him from rehooking it afterwards. Also, he does only have 1 worker there so if we unroaded it too it would take him 6 full turns to rehook it which actually would be plenty of time, so it's not all a loss.

Still, odd situation. Mostly curious on if he moved in from Bentgrass or not.
Reply

Merovech Wrote:Huh, I thought units could move three tiles on roads.

Not until Engineering. smile
Reply

scooter Wrote:Not until Engineering. smile

Ahh, thank you. I reallly should have known that rolleye
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Reply

scooter Wrote:Yes, this is it. The galley needs to move 1NE of the city in order to drop the catapults onto the pigs it next turn. However, the Trireme is 4 moves away from this tile. If he puts a galley onto this tile, I'm in an annoying spot.

Your galley moves 3 so you could just unload from 1N of the city instead.
I have to run.
Reply

novice Wrote:Your galley moves 3 so you could just unload from 1N of the city instead.

Yeah, that was the conclusion I had reached. 2NE of the city could be taken out by the trireme; 1NE of the city could be sidestepped easily enough.
And on the sixth day, god created Manchester.

[SIZE="1"]Played: PBEM13 (China), PBEM17 (India)
Helping out: PBEM23 (Egypt)
Dedlurked: PBEM15 (Ottomans)
Globally lurking: more or less everything else[/SIZE]
Reply

novice Wrote:Your galley moves 3 so you could just unload from 1N of the city instead.

Hah, you're actually correct, not sure how I missed that. Needless paranoia. Anyways, didn't matter, he stayed in the city.

Pictures will again have to wait. I'm now in place to attack next turn. My one concern though is my Zerks will not have promotions available to them, so they will be unable to get the free healing the following turn. That makes me a tad nervous. However, I still think I should be getting great odds and I'll have reinforcements coming, so we should be fine.

I did disconnect the copper, but he has enough in the area to eventually reconnect it unfortunately. Still, it should take him some considerable time so there's a window here.
Reply



Forum Jump: